how to print barcode in vb.net 2008 Drawing simple images with Core Graphics in Objective-C

Paint QR Code in Objective-C Drawing simple images with Core Graphics

11.2 Drawing simple images with Core Graphics
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Although it doesn t give access to the entire Core Graphics library of transformations and other complexities, the UIImage class includes five simple methods that take advantage of the way Core Graphics works. They re described in table 11.3. The trick is that these methods can t be used as part of viewDidLoad: or whatever other method you usually use to load up your objects. That s because they depend on
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Table 11.3
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Media: images and the camera
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Instance methods for drawing a UIImage Method Summary Draws the image inside the rectangle, unscaled, but tiled as necessary Draws the complete unscaled image with the CGPoint as the upper-left corner A more complex form of drawAtPoint: Draws the complete image inside the CGRect, scaled appropriately A more complex form of drawInRect:
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drawAsPatternInRect:
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drawAtPoint:
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drawAtPoint:blendMode:alpha: drawInRect:
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drawInRect:blendMode:alpha:
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a graphical context to work. We ll talk about contexts more in chapter 13; for now, keep in mind that a graphical context is a destination you re drawing to, like a window, a PDF file, or a printer. On the iPhone and iPad, UIViews automatically create a graphical context as part of their CALayer, which is a Core Animation layer associated with each UIView. You can access this layer by writing a drawRect: method for the UIView (or rather, for a new subclass that you ve created). You usually have to capture a special context variable to do this type of work, but the UIView methods take care of this for you, to keep things simple. Here s how to collage together a few pictures using this method:
- (void)drawRect:(CGRect)rect { UIImage *myImage1 = [UIImage imageNamed:@"sproul1.jpg"]; UIImage *myImage2 = [UIImage imageNamed:@"sproul2.jpg"]; UIImage *myImage3 = [UIImage imageNamed:@"sproul3.jpg"]; [myImage1 drawAtPoint:CGPointMake(0,0) blendMode:kCGBlendModeNormal alpha:.5]; [myImage2 drawInRect:CGRectMake(10, 10, 140, 210)]; [myImage3 drawInRect:CGRectMake(170, 240, 140, 210)]; }
Note that the drawAtPoint: method gives you access to more complex possibilities, such as blending your pictures (using Photoshop-like options such as color dodge and hard light) and making them partially transparent. Here you re using a normal blend, but only 50 percent transparency (hence the use of the drawAtPoint: method). Using singular draw commands is simpler than going through the effort of creating multiple UIImageView objects. There s still a lot that you can t do until we dive fully into the Core Graphics framework; but for now you have some control, which should be sufficient for most common media needs. If you need more control, skip right ahead to chapter 13. We ve talked a lot about images, and we ve presumed so far that you re loading them from your project s bundle. But what if you want to let a user select photographs That s the topic of the next section.
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Accessing photos
11.3 Accessing photos
You can use the SDK to access pictures from the iPhone or iPad s photo library or the iPhone s camera roll. You can also allow a user to take new photos. This is all done with the UIImagePickerController, another modal controller that manages a fairly complex graphical interface without much effort on your part. Figure 11.2 shows what it looks like.
11.3.1 Using the image picker
By default, the UIImagePickerController lets users access (and optionally edit) the pictures in their photo library. You load the UIImagePickerController by creating the object, setting a few variables, and presenting it. On the iPhone, you present it as a modal view controller; on the iPad, you need to display it in a UIPopoverController. Make sure your class implements the UIImagePickerControllerDelegate protocol in order to use its methods. To display the picker on the iPhone, you can use the following code:
UIImagePickerController *myImagePicker = [[UIImagePickerController alloc] init]; myImagePicker.delegate = self; myImagePicker.allowsImageEditing = NO; [self presentModalViewController:myImagePicker animated:YES];
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