The pitch outside the canvas layer
How can I get the right dimensions of a layer partially outside the canvas? With the bounds property, the width and height are incorrect.
var myLayer = getLayerSize(); alert('width = ' + myLayer.width + '\nheight = ' + myLayer.height); function getLayerSize() { var lyr = {}; var ref = new ActionReference(); ref.putEnumerated(charIDToTypeID('Lyr '), charIDToTypeID('Ordn'), charIDToTypeID('Trgt')); try { var bounds = executeActionGet(ref).getObjectValue(stringIDToTypeID("boundsNoEffects")); lyr.height = bounds.getDouble(stringIDToTypeID("height")); lyr.width = bounds.getDouble(stringIDToTypeID("width")); } catch (o) { // fix old Ps (CS6 etc.) var bounds = executeActionGet(ref).getObjectValue(stringIDToTypeID("bounds")); lyr.height = bounds.getDouble(stringIDToTypeID("bottom")) - bounds.getDouble(stringIDToTypeID("top")); lyr.width = bounds.getDouble(stringIDToTypeID("right")) - bounds.getDouble(stringIDToTypeID("left")); } return lyr }
Tags: Photoshop
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Why not work with a lot more great Web and harvest when you need to produce the final output? You could even create a layer that puts a nice little traced the border around your prospective Web, that might help you work.
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It's a beautiful Shindoh descriptive answer. You have a talent for this sort of thing.
Reproduce your problem
Your application does not work even on my machine (Java 8u5, Win 7, 64 bit, ATI Radeon HD 4600), except if I drop the size of the canvas to 8Kx8K (probably because I use an older graphics with capabilities of textures limited). I drop the size of the canvas, I noticed improvements in performance that outline you, 8 k is really slow to update and pretty unusable at 1 K being quite catchy.
The exception I get a canvas of 10Kx10K is =>
java.lang.NullPointerException
to com.sun.javafx.sg.prism.NGCanvas$ RenderBuf.validate (NGCanvas.java:199)
at com.sun.javafx.sg.prism.NGCanvas.initCanvas(NGCanvas.java:598)
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at com.sun.javafx.sg.prism.NGNode.render(NGNode.java:1951)
at com.sun.javafx.sg.prism.NGGroup.renderContent(NGGroup.java:225)
at com.sun.javafx.sg.prism.NGRegion.renderContent(NGRegion.java:575)
at com.sun.javafx.sg.prism.NGNode.doRender(NGNode.java:2043)
at com.sun.javafx.sg.prism.NGNode.render(NGNode.java:1951)
at com.sun.javafx.tk.quantum.ViewPainter.doPaint(ViewPainter.java:469)
at com.sun.javafx.tk.quantum.ViewPainter.paintImpl(ViewPainter.java:324)
at com.sun.javafx.tk.quantum.PresentingPainter.run(PresentingPainter.java:89)
to java.util.concurrent.Executors$ RunnableAdapter.call (Executors.java:511)
at java.util.concurrent.FutureTask.runAndReset(FutureTask.java:308)
at com.sun.javafx.tk.RenderJob.run(RenderJob.java:58)
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1142)
to java.util.concurrent.ThreadPoolExecutor$ Worker.run (ThreadPoolExecutor.java:617)
to com.sun.javafx.tk.quantum.QuantumRenderer$ PipelineRunnable.run (QuantumRenderer.java:129)
at java.lang.Thread.run(Thread.java:745)
A few suggestions
10Kx10K is a very large canvas.
Creation of such a thing is a really a kind of brute force solution.
I think that you would need to get smarter about manage you such situations.
In my view, relying on the library to manage the optimization of these paintings is not the way to go.
Of course, the library can handle OK, but your tests show otherwise, so you'll have to work on a different solution.
What you can do, is take some knowledge of the specific area of your application to help optimize the use of the canvas so that you can get with a smaller canvas.
For example, consider the technique involved in the drafting of an engine of tile in JavaFX. It is average for the rendering of graphics games such as Pokemon or Zelda on a canvas, old-school style. There is a support data format that is the TileMap, there are control logic that keeps track of the coordinates of the currently visible TileMap and there is a rendering engine that makes just the coordinates of tile currently visible on the screen. You can apply a similar approach to your application - this would allow you to limit the size of the canvas limited to just the size of the portion of the visible screen. Of course the nature of TileMaps make them especially well optimized for this approach, so the solution is not directly transferable to your application.
Another project that demonstrates rendering an area almost infinitely great is the Grezi project that defines a JavaFX zoomable user interface, although it uses the SceneGraph and not canvas for this.
The question may be "why should I should I put the extra mention, more complex logic in my code to draw effectively on a canvas? ' that is ' Why can't the library take care of these things for me? I think the answers are:
1. the current implementation of the Web on various platforms may not completely optimized for the treatment of the dirty area and overflow in the visible region to the areas off the screen.
2. the implementation of the Web cannot make use of any domain specific design optimizations that your application may be familiar with.
3. you qualify for an architecture of MVC type for your design in any case.
4. the needs of canvas to deliver a very versatile solution that makes it work well in many situations, but may be not optimal for your particular situation.
See for example-online the best optimizer is between your ears.
You might want to try another option is to use the SceneGraph instead of a canvas. The optimization of the library around the larger scene graphs and area sale/offscreen surface treatment can be more effective in the case of SceneGraphs compared to paintings, particularly in the case of graphs of scene quite sparsely populated.
No matter what you do, if you want to render the box for 4 K screens, I think that JavaFX (and even some of his other computer pipeline components such as native libraries, drivers graphic, material interfaces screen etc), are not particularly well optimized for the treatment of these high resolutions at the moment. This is likely to change over time, but expect problems of teeth if you try to make these resolutions at the moment.
Another thing that I remember is that, to a lesser degree, JavaFX makes often content to the textures on a video card. Most video cards have some sort of limit to the maximum size of texture and when this limit is reached, to do a layer of additional conversion somewhere in the library code that maps the content to several textures video card and when this way of rendering is called, things slow down significantly. This limit may be generally around 8Kx8K 4Kx4K (I'm not sure).
My guess is that this is probably not the answer you wanted ;-)
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Hi Dave.
In CS3, the effect is applied to the entire layer, including the portion that extends beyond the canvas. Maybe your problem is that you need a larger layer. When you create a new layer, it is the same size as the canvas. No fill or effect is applied to the size of the layer. When you move at all, at the edge of the layer shows. To make your screen/rocket layer, create it and then resize it by some percentage higher than the canvas than you think you'll need (120%, 150%?). Then apply your effect. It should be applied to the whole layer, and when you drag, more stray light should be revealed.
It would be very convenient to be able to know what additional information my PSD is available without having to lug these layers autour.
I don't know an official way to do this in PS. But if I needed it, I would create a layer clipping at the bottom the same size as my desired canvas. And have the larger real canvas. To see what is outside the 'canvas', hide the layer from clipping. You can trim 50% gray layer, and things look pretty much like normal.
FWIW.
Peace,
Lee
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Adobe Photoshop Version: 2015.1.2 20160113.r.355 2016/01 / 13:23:59:59 CL 1059143 x 64
Operating system: Windows 7 64-bit
Version: 7 SP1
System architecture: Intel CPU Family: 15, model: 4, Stepping: 4 with MMX, entire SSE, SSE, SSE2, SSE3 FP
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OpenGL allows Normal Mode: true.
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NumGLGPUs = 1
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glgpu [0] .extension [AIF::OGL:GL_ARB_VERTEX_PROGRAM] = 1
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clgpu [0]. CLPlatformVersion = "1.2".
clgpu [0]. CLDeviceVersion = 'CUDA 1.1.
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clgpu [0]. CLMemoryMB = 1024
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Type of license: subscription
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Zero Photoshop has async I/O active
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icuuc40.dll International Components for Unicode 2014 10/31-16: 52:45 Build gtlib_6.0.21339
igestep30.dll IGES 9.3.0.113 drive
imslib.dll IMSLib DLL 9.0.1.14
JP2KLib.dll JP2KLib 2015/08/14-01: 13: 58 79,258941 79.258941
libifcoremd.dll Intel Visual Fortran compiler 10.0 (A patch)
libiomp5md.dll Intel(r) OpenMP * Runtime Library 5.0
libmmd.dll Intel(r) C Compiler, Intel C++ Compiler, Intel Fortran compiler 12.0
LogSession.dll LogSession 7.3.1.70
Manta.dll Manta 1. 1.
mediacoreif.dll photoshopdva 8.0.0
MPS.dll MPS 2015/08/14-01: 13: 58 79,566687 79.566687
pdfsettings.dll Adobe PDFSettings 1.04
Adobe Photoshop CC 2015 16.1.2 Photoshop.dll
Adobe Photoshop CC 2015 16.1.2 plugin.dll
PlugPlugExternalObject.dll CEP PlugPlugExternalObject Dll (64-bit) 6.1.0 Standard Adobe
PlugPlugOwl.dll Adobe CSXS PlugPlugOwl Dll Standard (64 bit) 6.1.0.164
Adobe Photoshop CC 2015 16.1.2 PSArt.dll
Adobe Photoshop CC 2015 16.1.2 PSViews.dll
SCCore.dll ScCore 2015/04/17-16: 55.22 80.1017022 80.1017022
SVGRE.dll SVGRE 79.566690 79.566690
svml_dispmd.dll Intel (r) C Compiler, Intel C++ Compiler, Intel Fortran compiler 12.0
TBB.dll Intel Threading Building Blocks for Windows 4, 3, 2015, 0408
tbbmalloc.dll Intel Threading Building Blocks for Windows 4, 3, 2015, 0408
TfFontMgr.dll FontMgr 9.3.0.113
TfKernel.dll kernel 9.3.0.113
Geom TFKGEOM.dll kernel 9.3.0.113
Adobe TFUGEOM.dll, UGeom © 9.3.0.113
updaternotifications.dll Adobe Updater Notifications Library 9.0.0.15 (BuildVersion: 1.0;) Brand: BUILDDATETIME) 9.0.0.15
VulcanControl.dll Vulcan Control Library 5.2.0.35 Application
VulcanMessage5.dll Vulcan Message Library 5.2.0.35
WRServices.dll WRServices Friday, July 31, 2015 07:50:10 build 0.21834 0,21834
U3D writer 9.3.0.113 wu3d.dll
Required plugins:
3D Studio 16.1.2 (2015.1.2 x 001 003 x)
Accented edges 16.1.2
Adaptive wide-angle 16.1.2
Angular Strokes 16.1.2
Average 16.1.2 (2015.1.2 x 001 003 x)
16.1.2 bas-relief
16.1.2 BMP
Camera Raw 9.4
Camera Raw Filter 9.4
Chalk and charcoal 16.1.2
16.1.2 charcoal
16.1.2 chrome
16.1.2 Cineon (2015.1.2 x 001 003 x)
Clouds 16.1.2 (2015.1.2 x 001 003 x)
16.1.2 COLLADA (2015.1.2 x 001 003 x)
Halftone color 16.1.2
16.1.2 color pencil
CompuServe GIF 16.1.2
Conté 16.1.2 pencil
16.1.2 crack
Crop and straighten Photos 16.1.2 (2015.1.2 x 001 003 x)
Crop and straighten Photos 16.1.2 filter
Hatch: 16.1.2
Crystallize 16.1.2
16.1.2 cutting
16.1.2 Dark strokes
16.1.2 deinterlacing
16.1.2 DICOM
Difference clouds 16.1.2 (2015.1.2 x 001 003 x)
16.1.2 glow
Move 16.1.2
16.1.2 dry brush
Eazel acquire 16.1.2 (2015.1.2 x 001 003 x)
16.1.2 entropy (2015.1.2 x 001 003 x)
NO export VERSION color tables
Extrude 16.1.2
FastCore 16.1.2 routines (2015.1.2 x 001 003 x)
16.1.2 fibers
Film Grain 16.1.2
16.1.2 filters Gallery
Flash 3D 16.1.2 (2015.1.2 x 001 003 x)
16.1.2 fresco
16.1.2 glass
16.1.2 Scarlet contours
Google Earth 4 16.1.2 (2015.1.2 x 001 003 x)
16.1.2 grain
16.1.2 graphic pen
Halftone Pattern 16.1.2
16.1.2 HDRMergeUI
HSB/HSL 16.1.2
IFF Format 16.1.2
16.1.2 IGES (2015.1.2 x 001 003 x)
16.1.2 ink outlines
JPEG 2000 16.1.2
16.1.2 flattening coefficient (2015.1.2 x 001 003 x)
16.1.2 goal blur
16.1.2 goal correction
Lens Flare 16.1.2
Liquefy 16.1.2
Operation of Matlab 16.1.2 (2015.1.2 x 001 003 x)
maximum 16.1.2 (2015.1.2 x 001 003 x)
Mean 16.1.2 (2015.1.2 x 001 003 x)
Measure Core 16.1.2 (2015.1.2 x 001 003 x)
Median 16.1.2 (2015.1.2 x 001 003 x)
16.1.2 Mezzotint
Minimum 16.1.2 (2015.1.2 x 001 003 x)
MMXCore Routines 16.1.2 (2015.1.2 x 001 003 x)
16.1.2 mosaic tiles
Multiprocessor support 16.1.2 (2015.1.2 x 001 003 x)
16.1.2 Neon
16.1.2 paper
16.1.2 color NTSC (2015.1.2 x 001 003 x)
Ocean Ripple 16.1.2
16.1.2 OpenEXR
Paint Daubs 16.1.2
16.1.2 palette knife
16.1.2 patchwork
Paths to Illustrator 16.1.2
16.1.2 PCX (2015.1.2 x 001 003 x)
16.1.2 photocopy
16.1.2 Photoshop 3D engine (2015.1.2 x 001 003 x)
Photoshop Touch 14.0
Photo filter package 16.1.2 (2015.1.2 x 001 003 x)
Pinch 16.1.2
Pixar 16.1.2 (2015.1.2 x 001 003 x)
16.1.2 in plaster
16.1.2 plastic wrap
16.1.2 PLY (2015.1.2 x 001 003 x)
16.1.2 PNG
16.1.2 pointillism
16.1.2 the polar coordinates
Portable Bit map 16.1.2 (2015.1.2 x 001 003 x)
Poster edges 16.1.2
People's Republic of CHINA 16.1.2 (2015.1.2 x 001 003 x)
16.1.2 radial blur
16.1.2 radiance (2015.1.2 x 001 003 x)
16.1.2 range (2015.1.2 x 001 003 x)
Color research grid NO VERSION rendering
16.1.2 Crosslinking
16.1.2 the ripple
Rough Pastels 16.1.2
Save for Web 16.1.2
16.1.2 ScriptingSupport
Shake Reduction 16.1.2
16.1.2 shear
16.1.2 asymmetry (2015.1.2 x 001 003 x)
Smart Blur 16.1.2
Smudge Stick 16.1.2
Solarize 16.1.2 (2015.1.2 x 001 003 x)
16.1.2 spaces
16.1.2 splash
Spherize 16.1.2
16.1.2 sponge
16.1.2 sprayed strokes
16.1.2 stained glass
16.1.2 stamp
16.1.2 standard deviation (2015.1.2 x 001 003 x)
STL 16.1.2 (2015.1.2 x 001 003 x)
16.1.2 Sumi-e
16.1.2 summation (2015.1.2 x 001 003 x)
16.1.2 Targa
16.1.2 texture veneer
16.1.2 tiles
16.1.2 torn edges
16.1.2 twirl watch
16.1.2 U3D (2015.1.2 x 001 003 x)
16.1.2 draft
16.1.2 vanishing point
16.1.2 variance (2015.1.2 x 001 003 x)
Virtual Reality Modeling Language. VRML 16.1.2 (2015.1.2 x 001 003 x)
Water paper 16.1.2
16.1.2 watercolor
16.1.2 wave
Wavefront | 16.1.2 OBJ (2015.1.2 x 001 003 x)
WIA support 16.1.2 (2015.1.2 x 001 003 x)
16.1.2 wind
Wireless Bitmap 16.1.2 (2015.1.2 x 001 003 x)
Zig - zag 16.1.2
Plug-ins option and the third: NONE
Plug-ins that could not load: NONE
Extensions:
Recent files 1.0.0
C:\Program Files\Adobe\Adobe Photoshop 2015\Required\CEP\extensions\com.adobe.ccx.start\index.html CC
PPW Tools 4 4.0.8
C:\Program Files (x 86) \Common Files\Adobe\CEP\extensions\com.cromaline.PPWtools\index.html
2.1.24 libraries
C:\Program Files\Adobe\Adobe Photoshop 2015\Required\CEP\extensions\com.adobe.DesignLibraryPanel.html\index.html CC
Beginning 1.0.0
C:\Program Files\Adobe\Adobe Photoshop 2015\Required\CEP\extensions\com.adobe.ccx.start\index.html CC
V1.1 1.1.0 School Board profile
C:\Program Files (x 86) \Common Files\Adobe\CEP\extensions\ProfileSchoolPanel\index.html
Watermark CC 1.0.0
C:\Program Files (x 86) \Common Files\Adobe\CEP\extensions\watermarkcc_en\index.html
Export as 2.4.0
C:\Program Files\Adobe\Adobe Photoshop 2015\Required\CEP\extensions\com.adobe.webpa.crema\PSPanel\dialog.html CC
PPW colors help 1.0.0
C:\Program Files (x 86) \Common Files\Adobe\CEP\extensions\com.cromaline.PPW-Colors\index.html
Share on Behance 3.0.0
C:\Program Files\Adobe\Adobe Photoshop 2015\Required\CEP\extensions\com.adobe.behance.shareonbehance.html\index.html CC
com.adobe.preview.Loader 1.1.3
C:\Program Files\Adobe\Adobe Photoshop 2015\Required\CEP\extensions\com.adobe.preview\PSLoader\loader.html CC
PPW 4.0.7 Documentation
C:\Program Files (x 86) \Common Files\Adobe\CEP\extensions\com.cromaline.PPW-Documentation\index.html
Adobe 6.1.0 color themes
C:\Program Files\Adobe\Adobe Photoshop 2015\Required\CEP\extensions\com.adobe.KulerPanel.html\index.html CC
Overview of the 1.1.3 device
C:\Program Files\Adobe\Adobe Photoshop 2015\Required\CEP\extensions\com.adobe.preview\PSPanel\panel.html CC
Export as 2.4.0
C:\Program Files\Adobe\Adobe Photoshop 2015\Required\CEP\extensions\com.adobe.webpa.crema\PSPanel\dialog.html CC
Install TWAIN devices: NONE
Photoshop want to preserve the quality of your image. IE: preserve the pixels of an image. Should Photoshop automatically interpolate image to match the resolution of the images your image quality would suffer. In order to reduce the image resolution Photoshop will have to through external details you have for your image. To increase the image resolution photoshop should catch up with detail you have not for the image. Even when put you in a picture, and you have your Photoshop preferences set to resize the image in place. Photoshop places in all of the pixels of the image as a smart object layer. Then Photoshop dimensions the smart object layer to integrate into the Web of documents.
You can turn the fall in the layer of the image according to the od the documeny scale
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