when i turn on the computer, the image on the monitor is completely black. When I plugged the Xbox into the monitor, there was a picture. Can somebody help me?
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I'm making my app support the dark mode, but I encountered a problem. When the app is in the dark mode, it will take much more time to load the picture than light mode. I hope to get help, thank you very much.
Dark mode time profiler Light mode time profiler Dark mode stack trace Light mode stack trace
Have you verified that your image does not have different variants based on system Appearances?
I've developed a fairly graphic heavy website.
Mostly it is fully functional but a few users are observing a few corrupted background images when viewing from iPad or iPhone.
It doesn't seem to make a difference whether the image is a .jpg, .png or DataURI image.
Screenshots of the corrupted images can be seen here http://imgur.com/a/UbRim
On an iPhone, refreshing the page doesn't make a difference. On and iPad apparently, it does. Most of the time and most of the images look absolutely fine.
The website is http://www.alternative-tune.co.uk/
The only other thing I wonder is could it be the color profile (simply because I don't have a clear understanding of them). Photoshop tells me it's:
RGB: sRGB IEC61966-2.1
CMYK: US Web Coated (SWOP) v2
But surely this is ruled out by the fact that it works fine most of the time?
Does anyone have any ideas what's going on?
Many thanks,
Ben
I am trying to integrate a zoom/pan capability into an image gallery for iPad (implemented with Flash builder 4.5 and Air mobile sdk), which is pretty simple on the paper, using gesturezoom handling and scale on the displayed image.
My problem is that I have some medium & high resolution images (about 4096*3072, 5Mo photo), and that zoom/unzoom seems to freeze a lot on the iPad upon the first initial gestures. After a while, everything goes smooth (or kind of smooth :-).
Does anybody know what is the reason of these freezes, and how to solve this?
Thanks a lot,
Antoine
I would suggest working with the BitmapData of the image and blit to a container the size of the screen. The Matrix class can help you to scale the BitmapData you are drawing to your container and you can change the size of a Rectangle as your scaling gesture events occur to bring in more pixels from the source image. That way you're never displaying more than the amount of pixels that fit into your container at any given time.
got a question about turning pixels off on a screen. I can make a black image and show it full screen on my pc. Yet the screen looks black but the pixels aren't off. You can see the difference between an off screen and a black screen.
I am wordering if it would be possible to turn these pixels off via a program or is the best you can do: make them black?
I am looking for the delphi code to turn off the right half of my computer screen?
hope its clear!
thx
You can't turn off individual pixels, or parts of the screen. Either the screen is on or it's off.
This works a bit differently depending on what kind of screen it is, but nowadays LCD screens is the most common kind. An LCD screen has a backlight behind an LCD display; the backlight is always on, and shine through the LCD display when the crystals are transparent. Pixels are made black by making the crystals non-transparent, however they still let a fraction of the back light through. To make pixels completely black you would have to turn the backlight off, and you can only to that for the entire screen.
If I get it right, you want to turn off the power from the half of your monitor, what is impossible. It would have to be supported by your graphic card as well as by your monitor driver.
Turning off pixels can only work on new all-lead displays, except if you are switching off the computer, when all systems (including the screen) are off.
I'm a little bit of a graphics nut, but I'm trying to figure out why the colors on my iPad simulator on my macbook pro seem much much more vibrant than they do on my actual iPad 2. Does anyone have any experience with this.
Or is there anything that i can do to help them seem much more vibrant than they currently are?
Thanks.
James.
Honestly, it might be because they are physically different screens. Color matching is extremely difficult with different LCD manufacturers, backlights, etc… That's why it's always important to test on the device.
Now, if you are seeing a different colors in Photoshop and the actual device, I'd point out that iOS devices don't use ICC Profile for color matching. But neither does the iPhone simulator so that theory is out if the simulator is different than the device.
Here's more info: http://ipadportfolioapp.com/howto/advancedUse/colorManagement
Edit:
Also, what display profile are you using on your MacBook Pro? (System Preferences > Displays > Color). Mine just uses Color LCD. If you have something else here, that might explain the difference. You can even try calibrating your MacBook screen here. Keep in mind that it could just be a difference between physical displays
As other's have answered, the displays differ, but could be better if you could color calibrate both displays. Unfortunately, iOS give you no color calibration options, so you can just adjust the calibration of the Mac's display to get close to the iPad.
Using the Mac OS X supplied color calibrator in the Displays System Preference I'm able to get the simulator to show colors very close to my iPad 2's display. Just follow the steps. I used a gamma of 2.2 and a white point of D65, which seem to match my iPad, but you can play with those setting while comparing devices to get what works best with your iPad and Mac.
My last step is to adjust the brightness of the iPad to visually match the simulator on the color calibrated Mac monitor.
Do you check the brigth of the screen?
or could be that your iPad screen is yellow?
Apple iPad 2 suffers from yellow screen tint?