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Jacques Oberto Guest
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Posted: Fri Jul 25, 2003 8:28 am Post subject: Re: Out of resources in Draw |
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Your TImage is getting way too big. There is no need to make a TImage
bigger than your screen because you can'y see it all at once anyway.
If you need to scroll you can play with the coordinates in
"Image1.Canvas.Draw (0,0,emf)" wich can take also negative values.
Hope it helps,
Jacques
"Ciarán Ó Duibhín" <ciaran (AT) oduibhin (DOT) freeserve.co.uk> a écrit dans le message
de news:3f2084f9 (AT) newsgroups (DOT) borland.com...
| Quote: | Here's where I'm at in viewing an emf:
var emf: TMetaFile;
Image1: TImage;
scalepercent: integer;
FileName: string;
...
emf:=TMetaFile.Create;
emf.LoadFromFile (FileName);
scalepercent := ???;
emf.Height := emf.Height * scalepercent div 100;
emf.Width := emf.Width * scalepercent div 100;
Image1.Height := emf.height;
Image1.Width := emf.width;
Image1.Canvas.Draw (0,0,emf);
emf.Free
My problem: if I set "scalepercent" too high, I get "EOutOfResources" in
"Draw".
My question: can I work out beforehand the maximum acceptable value of
"scalepercent", by somehow comparing the amount of resources available
with
the amount that drawing the emf at the given size is going to consume?
And what is "resources" in this context? Memory?
Thanks for any ideas,
Ciarán Ó Duibhín.
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Joris Guest
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Posted: Sat Jul 26, 2003 9:52 pm Post subject: Re: Out of resources in Draw |
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"Ciarán Ó Duibhín" <ciaran (AT) oduibhin (DOT) freeserve.co.uk> wrote
| Quote: | the OS should do this kind of thing silently.
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OS<>Imaging library. I'm sure Microsoft will agree with you, in time, though, that's how they
run everyone else out of bussiness.
| Quote: | The other solution I thought of is to use hard disk as "virtual resources".
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Single only solution for big image handling is proper tiling. Meaning, a raster object
should manage an array of tiles. Each tile should manage a limited array of pixels.
The raster object serves in hiding the tiling technology.
Joris
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