Image_dataset_from_directory with portrait and landscape images - image-processing

I use tf.keras.utils.image_dataset_from_directory to create an Import Lane to my NN.
Importing the image using the right split and lable works without any issues as long as I only have either portrait-images or langscape-images.
image_dataset_from_directory automatically scales the images to the specified image_size = (widht,height), which is nice if all images have the same orientation. Not so if some are landscape and some are portrait.
How can I use image_dataset_from_directory with mixed image orientations?
Currently I use a separate folder for portrait and landscape generating different batchdata and switching by chance between landscape and portrait during training loop. Yet I hope there is somehow a better solution.
I am open for all proposals

Related

How to include full screen image in an iOS App

I want to add a full screen image into an iOS app and I want to know the best way to support different devices
The problem with using the image assets: 1x, 2x, and 3x is that 2x is used for iPhone4s, iPhone5, and iPhone6 which every one of them has a different dimensions
Should I use a different images (one for every device) and include them as resources then at runtime I choose the image based on the current device? I feel like it is not a good solution
any suggestions of a more elegant way?
If you click on the asset you can configure more options and sizes depending on various parameters. Conceptually similar to what happens when you create a new LaunchScreen Item in the asset. See image.
Depending on what is the wanted end results you can also adopt different tactiques, like having a background image that is big enough to be set as "Center" aspect mode and the eventually place other images like logos or titles on top of it. Or again just have one big image that can be set as "AspectFit".
It's not a good idea to have a different image for every device. Either use stretching or tiling to handle different sizes, or make an image that you can clip on smaller screen sizes, or you will have to have different images for each device and code to detect which to use and spend time maintaining that whenever new devices are announced.

iOS Universal Device App with SpriteKit, how to scale nodes for all views?

I want to make a landscape app to be universal, so that the sprite nodes scale proportionally to whatever view size is running the app. I'd like an entirely programmatic solution because I don't like the IB.
My game is pretty simple, and I don't need scrolling or zooming of any kind, so the whole game will always be present and take up the entire view.
Is it possible that what I'm looking for is to change the size of the scene to always fit the view? If so, can you explain this thoroughly because I've tried changing this section of my view controller
if let scene = GameScene(fileNamed:"GameScene")
to be the constructor method that takes size as a parameter but Xcode doesn't like that.
Things I've tried
Using fractions of self.view.bounds.width/height. This usually makes all iPhones look good, but on iPads stretches and skews nodes and the boundary box around thew view.
Changing the scaleMode among all four types. I'd like to keep good practice and feel like .AspectFill (default) is the one I should make my app work with, but open to suggestions. Note; I don't want black edges on any device, just the entire view displayed/scaled proportionally.
Applying programmatic constraints. Now I'm fairly new to this and don't understand constraints completely, but no tutorials I've seen even from RayWenderlich talk about constraints on nodes so I didn't delve to deep in this.
Using a method like this to convert points among views. This actually worked pretty well for point positioning of nodes, and if possible I would like this method to work out, but then I still have the problem of sizes of nodes. Also when I build for iPad with this method the view seems to start off as portrait and the nodes look fine but then I have to manually switch it to landscape and the sprites and view boundaries once again get messed up. Here's the method:
func convert(point: CGPoint)->CGPoint {
return self.view!.convertPoint(CGPoint(x: point.x, y:self.view!.frame.height-point.y), toScene:self)
}
Countless vid tutorials on RW and everywhere else on internet.
Thanks in advance! I appreciate the help. I know this topic is weird because a lot of people ask questions about it but everyone's situation seems to be different enough that one solution doesn't fit all.
I initially tried to do the scaling myself with 2 games and it was just madness (scene size = view size or scene scale mode = .ResizeFill). You have to adjust all values e.g font size, sprite sizes, impulses etc for all devices and it will never be consistent.
So you have 2 options basically
1) Set scene size to 1024X768 (landscape) or 768x1024 (portrait). This was the default setting in Xcode 7.
You than usually just have/show some extra background at the top/bottom (landscape) or left/right (portrait) on iPads which gets cropped on iPhones.
Examples of games that show more on iPads / crop on iPhones:
Altos Adventure, Leos Fortune, Limbo, The Line Zen, Modern Combat 5.
2) Apple changed the default scene size in xCode 8 to iPhone 6/7 (7501334-Portait, 1337750-Landscape). This setting will crop your game on iPads.
Examples of games that show less on iPads:
Lumino City, Robot Unicorn Attack
Chosing between the 2 options is up to you and depends what game you are making. I usually prefer to use option 1 and show more background on iPads.
Regardless of scene size scale mode is usually best left at the default setting of .aspectFill.
To adjust specific things such as labels etc you can do it this way
if UIDevice.current.userInterfaceIdiom == .pad {
...
}
You can try the scene scaling yourself, create a new SpriteKit sample game project. Run on all iPhones and you will notice the HelloWorld label looks perfect on all devices.
Now change the default settings to scene size = frame or use .ResizeFill, the HelloWorld label is not scaled properly anymore on all devices.
As a side note, the line
if let scene = GameScene(fileNamed: "GameScene")
references the GameScene.sks file. You said you do everything programatically, therefore you can probably delete the GameScene.sks file and change the line to
let skView = view as! SKView!
let scene = GameScene(size: CGSize(width: 1024, height: 768)) // 768 x 1024 if portrait
Update:
I am now using a slightly different variant as I had problems adapting my game to iPhoneX. I set scene size to 1334x750 and use aspect fit as scale mode. I than run some code to remove the black bars if needed e.g. on iPads or iPhone X. It’s based on this great article (link no longer works).
http://endlesswavesoftware.com/blog/spritekit-skscene-scalemode/

Adaptive Layout Full Screen Image

Using Adaptive Layout, what is the best or recommended approach for displaying a full screen background image to ensure it works on all devices, both orientations?
Is it a case of making an image the largest possible size (iPad Pro) and then scaling down?
Also, how would you handle screen rotation? Manually detect this and rotate image?

Multiple screen resolution support in cocos2d v3?

I am little confused with cocos2d v3's support for multiple screen resolutions. If I use CCSetupScreenMode: CCScreenModeFlexible, what should be the default resolution of the image that I provide?
Currently, I have provided assets for all the iOS device resolutions along with suffixes and the correct images are loaded on iPhone "3.5inch" and iPad. However, the "-568h#2x" suffix for iPhone "4 inch" is not working fine. Am i using the wrong suffix?
I would like to avoid the need to use macros to determine which device the game is running on and load the images accordingly.
Thank you for your time!
The ScreenMode only defines if the screen scales up with the device size or not.
The fixed screen mode provides you with a stage that has a safe area and an unsafe area but the complete stage always has the same size.
In the flexible screen mode the root node of your scene will resize with the actual screen size, so you have to deal with dynamic sizing.
You can read more about the screen modes, image sizes and how to design a game for multiple screen resolutions in our tutorial.
In Cocos2D the suffixes are different from the ones UIKit uses. The suffixes are:
-ipad
-ipadhd
-hd
-iphone5hd

HTML5 Canvas Graphics and Animation

We are build a HTML 5 website. One feature is to use Canvas to resize images on Iphone/IPAD before uploading to our server.
On IPhone 4S and 5, when photos are taken in landscape mode with FRONT camera, the resizing works fine. When taken in portrait mode, the images are squashed by about 1/4. But when taken with rear camera, all images, both landscape and portrait, are squashed by about 7/8, leaving just a thin belt to view.
On IPAD and IPOD, it is the same for front and rear camera: landscape images are fine, but portrait images are squashed by 1/4.
We tried several different resizing algorithms, but ended up with the same results. Any thoughts on how to solve this problem?

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