KonvaJS scale down image without losing quality - konvajs

I am building a Cordova app with image manipulation using Konva (react-konva to be precise). The idea is that when I take a picture with a camera - I can add some markers to it using this library. But as I don't have much space - I need a relatively small stage (e.g. 300x500) to edit large images (e.g. 2000x3000). After manipulations are complete - I have to save that stage to a file.
Currently as I save stage into a file - the image gets shrunk to fit the scale and that small image is the saved result which makes the image unusable.
How can I scale the images down to fit the stage canvas without losing the image quality?

You can set the pixel ratio before you export:
stage.toDataURL({ pixelRatio: 2 });
https://konvajs.org/docs/data_and_serialization/High-Quality-Export.html

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Split image in python based on custom defined mask

I have several images with each image having grid of small images with different sizes with white background. I want to separate each small image from the bigger grid image and save it separately . How can I achieve this in python ?
content and size of small images keeps on changing with large image to image, only thing which is constant is white background to separate each small image as shown below.
sample image

iOS - Size of Image vs. Size of ImageView

just want to see if I'm on the right track here is understanding the performance trade-offs of placing various image sizes into image views.
If I have a large image, will the image load faster if I place it in a correspondingly large imageView versus placing it in a smaller imageView?
No, the loading time depends on the file, and if the image is large, and its file Size is large, it will load slower than a small images on the same image View.
To make it clear, image view doesn't affect loading performance, image size (File size) does affect performance.
Answering you r question first, size of image is not directly proportional to imageview i.e. regardless of your imageview size, you image will take time based on the size of image.
Now, if you have a task in which you need to show user images & on click you need to share that image, you need to maintain 2 copies for showing take resized copy & while sharing pick image from original position. In this way, your loading will be fast & while sharing you will be able to share original image itself.

Force user to crop/upload an image to a certain size? Preferably using filepicker

I have users uploading images using filepicker, but I want them to have to upload an image of a certain size (and crop if the image is too big). I could cut it myself, but then it won't look good. Ideally, the user would crop it themselves.
I've tried this page: https://www.filepicker.com/documentation/file-ingestion/widgets/pick?v=v2 and I've tried various options but nothing seems to work quite well.
data-fp-image-min doesn't prevent users from uploading smaller images. data-fp-crop-force along with data-fp-crop-max and data-fp-crop-min doesn't do the trick either.
I'm open to using other image uploading libraries, but I like using filepicker. Seems like this is something other people would have run into.
I'm using rails btw.
From the docs:
data-fp-image-min - Images smaller than the specified dimensions will be upscaled to the minimum size.
So it doesn't really prevent users from uploading smaller images.
data-fp-crop-max and data-fp-crop-min specifies the maximum and minimum dimensions of the crop area so it won't give you specific dimensions.
I would recommend you to:
Set data-fp-crop-ratio - Specify the crop area height to width ratio. User will be able to adjust the crop area for each photo with desired ratio.
Set data-fp-crop-force="true" - User could not skip cropping image.
Then resize image to specific height or width.
This will result, you will always get the image with the desired dimensions.
Example for 150 x 200 image output:
Html widget:
<input type="filepicker"
data-fp-crop-ratio="3/4"
data-fp-crop-force="true"
mimetype="image/*"
onchange="window.upload(event)"
data-fp-apikey="APUGwDkkSvqNr9Y3KD4tAz" />
Javascript:
window.upload = function(event){
console.log(JSON.stringify(event.fpfile));
var listElem = document.createElement("li");
var image = document.createElement("img");
/*
set w=150 (width) conversion option
so all images would be 150x200
and crop_first option to make sure the image is cropped
before any other conversion parameters are executed.
*/
image.setAttribute('src', event.fpfile.url + '&w=150&crop_first=true');
listElem.appendChild(image);
document.getElementById('results').appendChild(listElem);
};
Here is working solution: http://jsfiddle.net/krystiangw/9o9ebddL/

Scale a pdf vector icon in iOS

In my project I am using an image asset that is based on a PDF icon:
I am now using this image in a UIButton but the image takes up too much space. Is there an elegant way to set the size of the image:
Xcode converts PDF image assets to bitmaps at build time, so at runtime you actually aren't dealing with a vector image. Hence you can't actually do perfect scaling. For this reason it's best to have a separate image asset for your button if its size is different.

How to get rid of empty transparent areas in a PNG image so that it conforms to actual image size?

I have a series of images that I would look to loop through using iOS's [UIView startAnimating]. My trouble is that, when I exported the images, they all came standard in a 240x160 size, although only 50x50 contains the actual image, the rest being transparent parts that are just taking up space.
When I set the frame of the image automatically using image.size.width and image.size.height, iOS takes into images' original size of 240x160, so I am unable to get a frame that conforms to the actual parts of the image. I was wondering if there is a way using Illustrator or Photoshop, or any other graphics editing software for me to export the images based on their natural dimensions, and not a fixed dimension. Thanks!
I am a fan of vector graphics and thinks everything in the world should be vector ;-) so here is what you do in illustrator: file - document setup - edit artboards. Then click on the image, and the artboard should adjust to the exact size. You can of course have multiple artboards, or simply operate with one artboard and however-many images.

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