No bitmap when 'CONVERT_PDF'
Hi all,
we have a SAPscript form including a window containing a bitmap.
Printing form and converting spool to pdf using report RSTXPDFT4 works fine, bitmap is displayed correctly.
Now, as we do not need the spool-file, we changed our report, so that SAPscript returns an OTF table as described in many threads (tdgetotf='X' and so on...). Afterwards we convert the OTF table to a PDF table using function module 'CONVERT_OTF'.
But now, after exporting PDF to local workstation or sending it as an mail attachment, the bitmap is not displayed any more. Text is ok, variables are substituted as they should, but graphic window stays empty...
Do you have an idea what's the reason for this behavior?
THX
Hi,
I had a similar requirement and the bitmap logo created was displaying correctly in the email attachment.
Hope you have done like the below shown code.
CALL FUNCTION 'CLOSE_FORM'
TABLES
otfdata = tb_otf
EXCEPTIONS
OTHERS = 1.
i.e while closing the form we can collect the data into one itab tb_otf.
IF NOT tb_otf IS INITIAL.
CALL FUNCTION 'CONVERT_OTF'
EXPORTING
format = 'PDF'
IMPORTING
bin_filesize = lv_dummy
TABLES
otf = tb_otf
lines = tb_lines
EXCEPTIONS
err_max_linewidth = 1
err_format = 2
err_conv_not_possible = 3
OTHERS = 4.
IF sy-subrc <> 0.
retcode = sy-subrc.
PERFORM protocol_update.
ENDIF.
ENDIF.
and the logo was a colored image in my case.
Regards,
Chandra.
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I have a table with several hundred K rows (expected to be in the millions in a matter of months, estimated 200M in a few years) with one particular smallint column that's an FK to a reference table. In the reference table it's the PK and there are only about 500 values and it is expected to grow very slowly, if at all. The large table is loaded daily in a batch process after which a stats refresh can be issued, so updates while users query is not a concern.
Am I correct in assuming the ratio of 500 to million+ makes a good low cardinality candidate for a bitmap index? The goal is equal between saving space and improving performance. Most queries join the reference table because a very small subset (or just one) of the possible values in the reference table are needed, not all of them.
If the index's purpose is to support joining to the reference table, does the PK index on the ref table need to also be bitmap type to make the most of the bitmap structure?
>
Your use case would not be appropriate for a bitmap index.
Bitmap indexes provide benefits when used in combination with other bitmap indexes on the same table. For those use cases Oraclel can manipulate the bitmap indexes against either other ((A AND B) OR (C AND D)) very efficiently to identify the rows of interest.
You should not create either of the join indexes as a bitmap index.
See the Data Warehousing Guide for information on bitmap indexes and how/when to use them
http://docs.oracle.com/cd/B28359_01/server.111/b28313/indexes.htm
>
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Things go back to how they were when I click "okay"
Hi,
I have a black fine line drawing, which is grey-scale. I wish to make the lines bolder/darker. I tried adjusting the tone-curve under "image" and the preview button was of course selected.I adjusted the line so things appeared darker (as I want) but as soon as I click "okay" to go onto other things, the drawing goes back to how it was before (there doesn't appear to be a save button). Can you help?
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View... actual pixels
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If you're printing with a digital printer, you should be getting a proof, period. A press proof. Then you adjust the pictures. Until you get a feel for how they will look on screen vs on press, you should be getting pricing based on a two-proof cycle. One to see how your first guess turned out, and another to see that your changes were correct.
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Hi All!
So I am having a big problem. I'm doing some background
designs in flash 8 Professional and using some bitmaps when doing
them.
So I'll finish a design, save it, close the file and open it
again a few days later......
All of the sudden the bitmap is missing from my library and
of course the symbols, which originally contained that particular
bitmap, are left literally "RED"
Is there a space limit in the flash library? Why does it all
the sudden delete my bitmaps?
This has only happened in a few of my files, but seems to be
happening more and more often in the last few weeks. (I have been
doing these backgrounds for a few months and have built up a number
of files. )
Any advice is welcome.
Thankz so much!!Flash simply doesn't delete bitmaps - only you can delete
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Chris Georgenes / mudbubble.com / keyframer.com / Adobe
Community Expert
HeinieHead wrote:
> Is there a space limit in the flash library? Why does
Flash all the sudden
> delete my bitmaps from my library?
>
> ....are the questions. :)
>
> I think you looked at my post when I had accidentally
posted without putting
> up my questions and predicament. hehe
> -
Hi all,
Can anyone shed some light on why Inkscape blurs my bitmap when I trace it?
Example:
On the left is my bitmap - clear as a bell.
On the right is the vectorized bitmap trace - blurred and annoying
I'm using "Colors" under the "Multiple scans" box of the Trace Bitmap options box.N30N wrote:The "blur" is from the multiple paths created when using the "Multiple scans" options. Just use a single pass and and set the colour your self.
That worked - thanks
iphitus wrote:.... and I was terribly surprised to see the CFA logo in an Arch thread
Sorry - you're not alone down this corner of the world any more
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What are the appropriate document/stage dimensions in Flash for tablet optimized apps?
What are the appropriate document/stage dimensions in Flash (width x height in pixels) for tablet optimized apps?
(Dec. 2013)
Using Flash and AIR for Android/iOS I would like to develop a educational interactive title optimized for tablet PCs, hopefully both the Android but finally also the iOS platforms. With so many tablets on the market today and with different resolutions (and even aspect ratios) I have difficulty deciding what document/stage size to set for my project/app. I have been experimenting with an Android Google Nexus 7 and Samsung Note 10 tablets and discovered that Android automatically resizes the app's stage to fully fit the screen of the tablet BUT this creates the following two issues for me:
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One way to go about resizing is to leave the file as is and specify the larger dimensions in the html page code. This could end up reducing the quality of any bitmaps you might have in the file(s) since you would essentially be enlarging them, but any Flash drawn elements will resize cleanly.
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Confirmation....still image dimensions from 16:9 720x480
Hi
I just exported a frame from a 720x480 16:9 DV NTSC video clip. I tried doing it from Premiere and it would only give me a bmp choice. I then did it from Streamclip, which gave me TIF, JPG and BMP choices but it did not really matter, because TIF is only 8 bit, just like the BMP in premiere...
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Reason I ask, is I want to create images that match ( size wise ) so I can make a slide show on a DVD eventually...
Thanks...
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ps funny, I thought the 720 dimension would be favored and the height would be "squeezed" to something smaller than 480...for the 16:9 ratio.Hi
Ah Ha ! Geez...I KNOW that the pixels are not square in NTSC, and ARE square in bitmaps, but I didn't even THINK about that last night when I was dealing with this...How can I be so dumb sometimes ?? Geez....
Thanks Harm.
If you could elaborate a little....I'm not very swift with math and ratios.
I just got out the calculator....and looked at GSpot...with a 720x480 widescreen AVI opened...
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And when I multiply 720 x .2121 (rather than 1.2121) I get 152.7...close enough !....same as 853...
How come there's two different ways of doing that ??
But my numbers are weird for 1.1212..... what am I doing wrong ??
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Rod -
Hey everyone,
Is it wise to use bitmaps when creating graphics for iOS Apps? or is vector a better choice (pre-drawn objects in library, drag and drop onto stage)?
ThanksTime to revive this topic again.
I'd like to ask for some advices again. I've been working around on figuring out whether it's best to use vector graphics or bitmaps. I've read a few forums and adobe's advices that it's best to use bitmaps for performance. And I should cache my vectors into bitmaps to further increase performance on vector graphics.
Now here's the mystery.
I thought of combining vector and bitmaps together since I'm getting horrible performances from bitmaps byitself. But surprisingly, I'm getting way better performances with vector alone, without bitmapcaching! and it's GPU rendering as well, but the graphics doesn't look tessalated at all....
Can anyone explain why is that happening? I have a hunch that it's because I packaged my app in High Resolution. But is that a wise move if I want my app to be backward compatible with the older iPhone versions(I'm using an iPhone 4 to test my app at the moment)?
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Things in CS5.5 that help with mobile development
There are a lot of new things in Flash Pro CS5.5, not all of which are relevant to making mobile apps, but several are. The list below is intended for people who are deciding whether to spend the $119 for the upgrade. Anyone who wants to stay with CS5, and use the hacked add-on of AIR 2.6, can continue to work that way, or wait and see if Adobe release a more integrated way to have 2.6 in CS5. I've asked that question, but no answer about it yet.
Meanwhile, here are some reasons to spend the $119:
With Convert to Bitmap you can take your stage items (any combination of selected items) and have them be converted to a bitmap symbol. You could have made them be a symbol already if you like, so that in the library you have the original to re-edit. The idea being that the bitmap will perform better than a set of demanding vectors.
Export to Bitmap is an alternate approach to the same goal. You can set symbols to be converted to bitmap when you make the swf.
CacheAsBitmap Opaque lets you set items to be CacheAsBitmap, but without storing the alpha channel, which will save on GPU memory.
Visibility as a keyframe. Things only actually cache on the GPU at the time they appear on the stage. By using the visibility keyframe you can cue up your bitmap items ahead of when they are needed, and so then when they need to fly across the stage smoothly, they're already cached, and you just toggle the visibility as part of the motion tween.
You can now switch quickly between player types. This would mean that you could select player 10.2 for some quick general testing, and then back to iOS for doing an AIR test movie, without having to dig around in the publishing settings all the time.
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There are a few Android template files, that would also work for iOS, and many Code Snippets to get you started on mobile features.
There are several other relevant things you can do, especially in the publishing settings (like choosing High Resolution for Retina display for example), but those are things you can also do just by editing the descriptor file.
I bet I'm forgetting some things!Thanks, I like to be of help!
Couple of things to note: I'm not sure you can use the 2.6 hack to have things be converted to bitmap, or to rearrange your timeline with strategically places visibility keyframes. Or most of the other things I mentioned.
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TLF Performance Improvements
Shared Project Format I and II
Project Panel Update
Code Snippets for Mobile and AIR
Auto Recover and Auto Save
Incremental Compilation
Document PI Changes
AIR Android Support
TLF Support for StyleSheets
TLF Tab Ruler
Authortime Shared Assets
TLF File Size Optimization
Snippets HUD Feature
Copy and Paste Layers
Integrated Controller with Loop Range
New Library Conflict Resolution Dialog
New Publish Settings Dialog
Visible Property UI
Visible Property
Cache as Bitmap - Opaque Background
IK Pinning
Export as Bitmap
Convert to Bitmap
TCM Text (Static TLF)
Fixes for RSL Preloading and Scripting Problems / ProLoader
Scale Content When Changing Stage Size
AIR 2.6 SDK
Debug movie on device via USB
Maybe you could justify the other $90 for some of those things? If not, hang in there with the hack, and watch out for any answers about whether there will be neater ways to integrate AIR 2.6 onto CS5. -
OS X 10.4.7 Update & FH 11 Crashing
Is anyone experiencing Freehand 11 crashes when trying to
open a complex document after installing the Apple Mac OS X 1.4.7
update?
I can open & create simple documents but not able to open
a complex or multi page FH document in 10.4.7.
Please provide any feedback or related help on this
issue.Navale wrote:
> You may think am a very difficult person to satisfy...
>
> This problem is divided in two. What I said was that a
file created in MX just
> a short while ago, did not open as before, after I
installed and ran Font Nuke.
> I have not tried with older files.
Is it just that one file? Are you sure that you embedded the
bitmaps? I
haven't seen that kind of problem with Freehand files before.
If you
cancel the Freehand search for the bitmap when opening the
file and then
look at the information in the bitmap links box, does
Freehand say that
the bitmap is still embedded?
>
> The other was a comment on the comment that this was
"normal", which I don?t
> believe. The only problem that can now be labelled
"normal" is that FH7 files
> with embedded picts do cause MX to crash. There may be
several ways of getting
> around this, but none those are easy to manage on a high
number of files.
>
> It should however be fairly easy for a programmer at
Adobe to find this bug
> and give us a little fix!!
>
The crashing problem I have seen before and that was what we
used the
Freehand 9 in Classic mode to get around. But the last update
to
Freehand seemed to fix that particular problem for us. -
Aggregation calc 'tipping point'
I've observed an aggregation script anomaly that I'm hoping someone can shed some light on.
I have a test cube with a test dataset with the following aggregation script:
FIX("Scenario1","Scenario2","US Dollar", "Local Currency")
___Agg ("Product","Location","Cost Center");
ENDFIX
"US Dollar" and "Local Currency" are the only members in a (sparse) dimension named Currency. In this cube the aggregation calc runs in about 20 seconds.
Here is where it gets odd...
I also have to store FX rates somewhere in the cube and got the idea to include them as a separate section in the Currency dimension from this blog entry: http://glennschwartzbergs-essbase-blog.blogspot.com/2011/11/i-was-at-client-and-needed-to-do-some.html
So now my Currency dimension looks like this
Currency (Label Only)
___US Dollar (~)
___Local Currency (~)
___Exchange Rates (~) (Label Only)
_____FX Rate 1 (~)
_____FX Rate 2 (~)
_____FX Rate n (~)
I can add anywhere up to 21 FX Rates, and the above agg script always runs in about 20 seconds. Once I add the 22nd FX rate, the agg script jumps up to over 1 minute. I would expect no impact at all, considering the fix is on "US Dollar" and "Local Currency", but I've repeated the experiment multiple times and the result is always the same. My first thought was dimension order, since at 21 FX rates, I had the same number of stored members as the Scenario dimension, but flipping them in the outline makes no difference to the agg times at both 21 and 22 FX rates.
Does anyone have any ideas about what is causing this?OK, I've peeled back a few more layers of the onion and found some answers and some new questions.
First, I ran several iterations of the test script while toggling the size of the data cache and didn't really move the needle much either way. As far as the data file cache goes, my understanding is that only matters when using Direct I/O and our environment is all Buffered I/O.
However I did have some luck with the Calc Cache.
By experimenting with the calc cache, I was able to get the script to run in the second cube, with the FX rate members, at roughly the same 20 odd seconds (down from over 60). I also set the message output to detailed and learned that the jump in performance is tied to the calc cache selecting a different sparse dimension for it's 'single bitmap'.
From log with original calc cache setting - took over 60 seconds:
Calculator Cache With Single Bitmap For: [Location]
From log with a lower calc cache setting - took about 21 seconds:
Calculator Cache With Single Bitmap For: [Company]
Note: The Company dimension is actually a 4th aggregated sparse dimension that I left out of my original post in an attempt to simplify.
Then I went back to the baseline cube (without the FX rate members) and toggled the cache settings similarly. In that cube it didn't seem to matter which dimension among these two was chosen as they both finish in about the same ~20 seconds.
So this leaves me with a couple questions:
1) Why is Essbase using a single bitmap when the cache should be large enough for multiple bitmaps and a single anchor?
2) Why is the performance better when it chooses Company rather than Location or Cost Center with a larger cache setting? The outline order for the 4 aggregating sparse dimensions is Product - Company - Location - Cost Center. I couldn't lower the cache enough to choose Product before it was so low the calculator cache gets disabled, and the calc blows out to over a minute again. And increasing the size beyond the Company 'sweet' spot to select Location or Cost Center also blows the calc out to over a minute again.
Thoughts? -
Crop bmp image into 2 pieces and 3 pieces
Hi!
1. I want to crop a bmp image into 2 pieces and show the two cop image in 2 picturebox.
2. I want to crop a bmp image into 3 pieces and show theme in 3 picturebox.
Can anyone help me?Hi,
put three pictureboxes to a Form named Form1
public Form1()
InitializeComponent();
//create an image
Bitmap bmp = new Bitmap(1024, 768);
//draw something to it
using (Graphics g = Graphics.FromImage(bmp))
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias;
g.Clear(Color.Green);
g.FillEllipse(Brushes.Yellow, new Rectangle(0, 0, bmp.Width, bmp.Height));
//and crop ionto the array
Bitmap[] bmps = CropIntoThree(bmp);
this.pictureBox1.SizeMode = this.pictureBox2.SizeMode = this.pictureBox3.SizeMode = PictureBoxSizeMode.Zoom;
if(bmps[0] != null)
this.pictureBox1.Image = bmps[0];
if(bmps[1] != null)
this.pictureBox2.Image = bmps[1];
if(bmps[2] != null)
this.pictureBox3.Image = bmps[2];
private Bitmap[] CropIntoThree(Bitmap bmp)
Bitmap[] bmps = new Bitmap[3];
//get a third of the width
int third = (int)Math.Ceiling(bmp.Width / 3.0);
for (int i = 0; i < 3; i++)
//if the last third should be smaller (by 1 or 2 pixels, you could use the modulo operator here too)
if (i * third + third > bmp.Width)
third = bmp.Width - i * third;
bmps[i] = bmp.Clone(new Rectangle(i * third, 0, third, bmp.Height), bmp.PixelFormat);
return bmps;
[And dont forget to Dispose the bitmaps when you do not need them anymore, e.g. in the FormClosing event.]
Regards,
Thorsten
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