Showing a animated gif on Amstrad E3 that has Linux 2.6.16 on it..? - animated-gif

Trying to find a way to animated a gif on Linux 2.6.16 thats on a Amstrad E3 Emailer, Linux is just commandline no desktop or anything, the gif are the adverts that use to show on the E3 Firmware,I have 7 gifs thats I want to show on its screen one after another but don't know how I would go about it.

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How do you design an image for Codename One TouchCommand?

I am 2 days in experimenting with Codename One and Mobile development in general and tested out some basic navigation and features so far. Now I want to work on the look and feel of the app.
I looked at the 9-border vid which was helpful, but not sure of the best way to add an image for the touchCommand that takes 3 tabs on that bar ( Example: home, profile, settings.. Similar to how instagram's TouchCommand is at the bottom of the app).
If I add the image, it does not line up with my Commands.
What is the best way to approach this to ensure the "TouchCommand" image appears as one, but is broken up to 3 parts for each individual commands when pressed, home, profile and settings? I might be asking this all wrong, forgive me as this is all new to me.
Thanks.
EDIT:
This is what was done.
In Theme -> Constants added commandBehavior= bar . This gives the default bar at the bottom. Created in photoshop a new bar 300x80 and added it to the TouchCommand. (See ScreenShot 1). Took this bar and broke it up in photoshop into 3 different buttons for the tab press etc. In GUI Builder, added Home, Profile, Settings in the commands. Added the image to Press Icon for Home and it didnt line up (screenshot 2). Very Frustrating to design layouts. I am hoping there is a much better technique as I am still experimenting with Codename one?
What is unclear to me, is I cant find any documentation on how to approach this and what the dimensions of each image should be as it seems that codename one has issue aligning them. I am assuming the steps would be to create the background image and add the icons as interactive layers for the user. I really care for the image being pressed and changes color like the instagram example. I dont see a way to do this in codename one GUI builder and themes.
EDIT:
Okay, I have decided to use tabs instead of the bar at the bottom. If I add my image to it, I get the results (screeshot 3). Is this the right method to use to accompolish what I want? If so, I dont see a way yet to alter this to become what I want :( .
Plus adding the background, shows one size in the display and looks different in the simulator. (screeshot4)
Answered Here: How do you get ActionBar from SocialBoo theme to show up in your GUI?
Tabs are customized individually so the border should apply for an individual tab to create the background. The foreground element is the icon which you define in the Tabs component itself thru the icons property which allows you to define 3 icons for the 3 tabs (assuming you use the GUI builder). If you add the tabs via addTab in the code you can specify an icon there.

How to use image as icon in winforms?

I
My requirement is something like attached image.
I am designing an File editor with more options like language , copy ,paste and save. For that i tried adding icon image to menu strip. It worked but i have limitations on size adjustment , clarity all those things.
Could anyone suggest me any option/control to achieve similar to attached image.
Thanks
You can look at 2 approaches:
Use Gallery in Ribbon Control;
Shrink an image to 32 X 32 or 16 X 16 and you will get a reasonable looking icon. You can try this site to shrink you image resources.

iPhone 5 specific screen size issues

I'm working on app and need to support iPhone 5's 4 inch screen sizes. I initially designed the app and ran thru the XCode 4.6 simulator targeting iPhone 3.5 inch (retina and non retina displays) and switched to iPhone 5 from within the simulator. To my surprise, I was seeing a 1 inch space at the bottom of the screen beyond my several UIButtons. I have to scroll on the iPhone 5 simulator to view my UIButtons. What should I do here to support all screen sizes and make it look identical on all devices?. Also, my app only supports portrait mode for all devices (including all revisions of iPad) and I'm not using storyboards at all.
Please help.
You can't make the 3.5 inch screen and the 4 inch screen look identical because they are not. But you can make it look better on both. It's hard to tell what problem you're having without seeing the code. But I'll take my best guess to help you out.
If this view is part of a viewController that you've added as the rootViewController, then it should take care of expanding itself to fill the full screen, no matter what size the screen. However, if this is a subView within a viewController's view, then you should ensure that the view takes up the full screen. Often people hardcode the frame of the view to arbitrary numbers like so:
[view setFrame:CGRectMake(0,0,320,460)];
However, that is not portable between 3.5 and 4 inch screens. You want to do this:
[view setFrame:self.view.bounds];
[view setFrame:self.view.window.bounds]; //sometimes i use this instead
//set autoresizing
view.autoresizingMask = UIViewAutoresizingFlexibleHeight|UIViewAutoresizingFlexibleWidth;
Apart from that, you can also use autoresizing to anchor components to the bottom of the screen, or to resize along with height of the screen.
See this post for how: How can I stretch and anchor a central view between a fixed-height header and footer, using Interface Builder?

Font smoothing using cairo

I am trying to smooth text rendering using anti-aliasing.
But it's not anti-aliased.
First line is a png image created using pango and cairo.
Second line is just an html <span> tag. It's in firefox, Ubuntu with Gnome DE.
The difference can be better understood if you compare "W" and "v"
between two lines.
The code responsible to draw text can be found on http://pastie.org/1073683
Font options are set on lines 17 and 20 like so:
// setting up antialiasing
cairo_font_options_set_antialias(cfo, CAIRO_ANTIALIAS_GRAY);
// set the font options to cairo
cairo_set_font_options(this->cro, cfo);
Could anyone please tell me how can I make those two lines look the same?
cairo_font_options_set_antialias(cfo, CAIRO_ANTIALIAS_GRAY);
You asked for it, you got it. To get a match you'd need CAIRO_ANTIALIAS_SUBPIXEL. This is however not appropriate when you draw text to an image that might be displayed on another machine. There's no guarantee that the monitor on that machine is an LCD panel with the RGB stripes in a predictable order. Or that it in landscape orientation. Or that it is displayed with the exact original size. When there's a mismatch, the text will look quite poor.

Windows Mobile form size

I’m creating a windows mobile app which uses a custom GUI. It has an image as background and some text and images rendered on it. I want to do as little image processing in the app itself, so I’m creating different skins for different screen resolutions. If I need to support another screen resolution I’ll just add another skin.
But what concerns me is that different emulator images have different sizes on their taskbars and menu bars, so the size of the actual form is not the same for all devices with the same resolution. So far I’ve found emulators where the taskbar and menu is either 104 (usually VGA, WVGA…) or 52 (QVGA, QWVGA…) pixels high. Do those menus always take up 52 or 104 pixels, or do device vendors or power users install things like a 3px high battery meter so the menu suddenly takes up 107 pixels?
From what I've seen with windows mobile, there is a standard screen size and the various emulator's sizes are scalings of that standard size IE 104px is a scale factor of 2 over 52px. In NETCF at least, the drawing API handled the scaling fairly well.
yep i remember having problems with this in the past as well - iirc the default bar size was a multiple of 26 or something (so 52 and 104 seems to fit) - i dont have the code here unfortunately, but i think it used something like this:
uint titleBarHeight = GetSystemMetrics(SM_CYCAPTION);
if(!titleBarHeight)
{
GetLastError()
..blah
blah..
}
i remember there being a problem with the apps detecting if the bottom button bar was present, but that might have just been the order i did things in at load-time..
hth
fusi

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