Retrieve resolution of an uploaded image using ImageResizer - asp.net

Does ImageResizer.Net for asp.net have any method by which we can know the resolution of any uploaded Image. I know one method:
ImageResizer.ImageBuilder.LoadImageInfo (object source, IEnumerable< string > requestedInfo )
that gives me Height, Width, Mimetype & extension of image file, but I have a requirement where I need to validate the resolution of an uploaded image.

As far as I know dpi is something what connected to devices where images will be rendered.
So, if it is Desktop dpi can be or 72 (MAC) or 96 (Windows), but if you will print it dpi can be 150 or 300.
So to check if image will be correctly printed (with good quality) on paper with size 200x200 milimeters you can calculate min size if image you need in pixels.
So, we have the following input:
- dpi of printing is 150
- size of paper is 200x200 milimeters
200 mm is 7.9 inch
=> min resolution of image should be 7.9*150 = 1185 pixels
So only images with height and width equal or more than 1185 will be printed with good quality.
So question for you - what for you need resolution(dpi) check?

As far as you have Height and Width you can calculate DPI using this formula:
dp = sqrt(width^2 + height^2) (Pythagorean theorem)
then, you should know size of the screen in inches (di). Simply:
dpi = dp / di

Related

how to transform a pixel to xamarin.forms units?

there are 160 units per inch.
2.If I created an Photoshop file that are 72 dpi then there will be 72 points per inch.
3.If the element is 88px height in Photoshop then what I have to set it in xamarin?
If the phone is 360dpi then the height in xamarin should be :88 / 72 * 160 / 2?
but it is not right.
I know the units in each platfform and I only want to know how to get units from pixels
You could use Xamarin.Essentials to get the Screen density as follows:
// Get Metrics
var mainDisplayInfo = DeviceDisplay.MainDisplayInfo;
// Screen density
var density = mainDisplayInfo.Density;
If the density is 3 in iOS device and pixels is 88 , then there are 88/3 units in iOS.
If the phone is 360dpi
That means it shoule be a Android device, and screen density also can be calculated by 360/160 = 2.25. Then there are 88/2.25 units to set for HeightRequest.
================================Update==============================
If there is a BoxView in Xaml as follows:
<BoxView x:Name="MyBoxView" BackgroundColor="CadetBlue" HorizontalOptions="Fill"/>
And the effect:
Now I will print the MyBoxView.Width. the result is:
Console.WriteLine("++++MyBoxView++++" + MyBoxView.Width);
++++MyBoxView++++411.428571428571
If you use var density = mainDisplayInfo.Density; to get density, you will get Screen Density::2.625. (My device is Piexl_2_pie_9_0 api 28 emulator)
You know the size of screen width is 1080 pixels, however the width is 411.428571428571. That should means units of WidthRequest.
And if you put 411.428571428571 * 2.625 , you will get 1080 pixels.

How to use pnmscale to scale the longer side of an image and still keep the ratio?

I'm writing a GNU Makefile to do some processing on images.
One task is to scale the image (.ppm format) by a SIZE parameter using the pnmscale command. The image should be scaled by the longer side without loosing the ratio and should be saved under .scaled .
I've read the man page of pnmscale but couldn't seem to find the right option.
I've tried the following:
pnmscale -pixels 100 example.ppm > example.scaled
When example.ppm has the size 200 x 100 pixels and I run the pnmscale command with the size of 100 pixels, example.scaled should have the size of 100 x 50 pixels. With my solution the image gets very small.
As the manpage of pnmscale states, the option pixels
specifies a maximum total number of output pixels. pnmscale scales the image down to that number of pixels. If the input image is already no more than that many pixels, pnmscale just copies it as output; pnmscale does not scale up with -pixels.
In other words, by specifying -pixels 100, you're actually scaling down your image to a maximum number of 100 pixels. What you're trying to achieve is to scale down your input image to a size of 100 x 50 pixels = 5000 pixels.
Looking again at the manpage of pnmscale yields the following:
pnmscale [{-xsize=cols | -width=cols | -xscale=factor}] [{-ysize=rows | -height=rows | -yscale=factor}] [pnmfile]
[...]
If you specify one dimension as a pixel size and don't specify the other dimension, pnmscale scales the unspecified dimension to preserve the aspect ratio.
In your case, using
pnmscale -xsize 100 example.ppm > example.scaled
should shrink your input image to a width of 100 pixels.

JavaFX - Printing size

How can you control the size of the printed node?
Ex. I have a Rectangle width = 10 * DPI and height = 5 * DPI.
I want to print this node to be Exactly 10 x 5 inches.
can anyone tell me how to do it programatically?
you can read out the dpi of the current screen with the following code:
double dotsPerInch = Screen.getPrimary().getDpi();
be aware that this is the dpi value when the screen is set to its native resolution!

Relation between dp - sp and PX

I am not asking what is the difference between dp,sp and px.
I am designing a website based on google's new material design, all the measurements are in dp (for grid) and sp(for text). My question is how do they translate to pixels. I have been designing websites for more than 4 years and all the measurements (grid and font) are in pixels.
For Example:
A headline is 24sp, how many pixels does it equate to? (its not 24px, I've tried matching them, it's around 28px but there has to be a standard measuring systems).
Grid Guideline: "All components align to an 8 dp square baseline grid." - how many pixels does it equate to?
1px = ?dp =?sp on a desktop or any average monitor or mobile device?
I recommend reading Google's definitions of dp and sp, which can be found in the Android docs, here and here.
There's also some helpful information in the wonderful Designer's Guide to DPI.
I think the answer is going to be:
1px = 1dp = 1sp on any average monitor or mobile device.
How did I come up with this?
Because a pixel is a pixel, for andriod dp and sp are used because they are used for native apps which have to scale and the dpi of each screen is different based on device. For desktops all of this is same, off course the website has to be compatible/responsive for mobile devices but since the website loads in a browser, some additional media quires (based on guidelines) will do the job.
If anybody has some other logical conclusion, please share
A safe rule of thumb is to use 1 px = 1 dp.
This should give you a good safe size on just about any device. It will appear a bit large on some devices, notably the iPad (regular).
Here's why:
"A dp corresponds to the physical size of a pixel at 160 dpi" (https://developer.android.com/training/multiscreen/screendensities.html#TaskUseD)
160 dpi means:
160 dots = 1 inch
Therefore:
160 dp = 1 inch (25.4 mm)
So when Google recommends that buttons have a touchable target height of 48 dp, they're saying that they need to be 0.3 inches (7.6 mm) tall.
So how many px is this? Well, that depends on the device.
Examples for 48 dp (7.6 mm) button height:
iPad mini: 48 px Why: The iPad mini screen is about 120 mm wide and uses 768 px to fill that space. You therefore need 162 px to take up an inch (25.4 mm), or 48 px for your button height of 7.6 mm.
Kindle Fire (7"): 43 px
Kindle Fire (6"): 50 px
iPhone: 48 px
Nexus 7: 48 px
Regular iPad: 39 px
(I may have fudged the rounding up/down a tiny bit.. I like 48 better than 49!)
Screen mm and CSS px width for examples: I calculated the screen width using the CSS px screen dimensions and diagonal length.
iPad mini: 1024 x 768 resolution and 201 mm diagonal = 120 mm width.
Kindle Fire 7": 858 x 533 resolution and 178 mm diagonal = 94 mm width.
Kindle Fire 6": 853 x 533 resolution and 152 mm diagonal = 81 mm width.
iPhone: 568 x 320 resolution and 102 mm diagonal = 50 mm width.
Nexus 7: 960 * 600 resolution and 178 mm diagonal = 94 mm width.
iPad regular: 1024 x 768 resolution and 246 mm diagonal = 148 mm width.
Note that for calculating the px height of the button you need to use the device CSS px dimensions. These numbers are not necessarily the same as the resolutions stated in the specs.
All are roughly equivalent for most use cases.
Source
To preserve the visible size of your UI on screens with different densities, you must design your UI using density-independent pixels (dp) as your unit of measurement. One dp is a virtual pixel unit that's roughly equal to one pixel on a medium-density screen (160dpi; the "baseline" density). Android translates this value to the appropriate number of real pixels for each other density.
For example, consider the two devices in figure 1. If you were to define a view to be "100px" wide, it will appear much larger on the device on the left. So you must instead use "100dp" to ensure it appears the same size on both screens.
When defining text sizes, however, you should instead use scalable pixels (sp) as your units (but never use sp for layout sizes). The sp unit is the same size as dp, by default, but it resizes based on the user's preferred text size.
Figure 1. Two screens of the same size may have a different number of pixels

Editing size of image without loosing its quality and dimensions

I have a image with size of 5760 x 3840px with size of 1.14mb. But I would like to reduce its size to 200 kb by not changing the dimensions of the image. How Could I do this using photoshop? Please help me
This answer is based on a large format file size that has a resolution of 300 dpi. If the image is 5760 x 3840, your canvas size will be 19.2 x 12.8. in order to not "reduce" the dimension (printable area) you are going o have to reduce the image size [ALT + CTRL/CMD + I] and then reduce the resolution from there.
At 300 DPI:
At 72 DPI:
This reduction in resolution can decrease the file size dramatically, There is a chance of artifacts, but as you are starting at a high resolution the compression algorithms will smooth it out to almost non-existent.
NOW... If you are starting at 72dpi and you are looking for a good way to generate a lower file size for the web, your best bet may be to do a Safe for web option [ALT + CTRL/CMD + SHIFT + S] and generat a .jpg, .gif or a .png based on the final needs of the file. If it is an photograph with a lot of colors, I would go .jpg. If you have a lot of areas of solid color (logo perhaps) I would go with .png or .gif.
The Save for Web option allows you to see, side by side, the results of the export BEFORE going through the save process. it also allows you to alter the settings of the save process to dial in your results. best of all, it gives you a pretty good preview of the expected file size.
Either way this should help you save that larger file size for future use.

Resources