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Note At the time of this writing, you can download a 30-day trial for both Photoshop and Photoshop Elements from Adobe’s website (see Figure 12-13). Figure 12-13. If you’d rather not pay for Photoshop and Photoshop Elements outright, try the trial version for 30 days for free. # Chapter 13. File Formats The files you’ll use to store and share your creations on the web should be saved in the «correct» format, or so you’d think. But file formats are as fickle as they are confusing. # What’s an Image File Format? The image file formats you see here are used to save your images to a computer in such a way that they can be displayed, edited, and printed. _File formats_ can be used to describe the specific coding used to encode data into a file, or the manner in which that data is displayed when a file is viewed or printed. That’s rather like saying that file formats are files used to create files. Basically, a _file format_ is a type of file that converts data into a specific format. You can see file formats referred to as «image formats» and «video formats.» You’ll learn more about the benefits and downsides of each format as you explore its use in this chapter. # Why Read This Chapter? If you’re like many people, when you started working on your web designs, you had a folder on your hard drive that was full of files saved in a variety of formats. So you looked at them to see which file type best suited your design concept and uploaded them to your web hosting service (for example, 1&1), or your web server (for example, GoDaddy), or both. Luckily, web

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Photoshop Elements has an intuitive user interface that lets you modify images easily with a few clicks of the mouse. You can take a picture, and within no time, you can crop, resize, flip, rotate and colour-balance it. Image editing in Photoshop Elements To start editing an image, select it from the Files panel on the left, then open the Properties dialog to view the image’s details. In the image’s Properties dialog, you can perform the following editing tasks using the tools provided. Photo Masks Color & Exposure Crop Rotate Flip File & Compression Adjust Size & Aspect Smooth Sharpen Blur Gamma Grain & Noise Monochrome Contrast Spot Healing Brush Levels Hue & Saturation Watercolour Burn Gamma Map Edge & Gradation Mesh Texture Gradient Map Sketch Adjust Colour Gradient Mesh Masks in Photoshop Elements Masks have been an essential tool in photography since the invention of photography. When you take a picture, you are not only taking the scenery, but you are also taking the elements in the scene that you want to exclude from the image. Masks give you the power to decide which parts you want in your image, and which parts you want to exclude from your image. To create a mask, select the area you want to exclude (black) from the image using a selection tool and drag it on a new layer. If you want to add more content to the image, go to the Layers panel, select the mask layer, and fill it with the desired colour. When you are done, merge the layers (right-click the layers and select merge) to keep the changes. The new layer with the new mask will replace the previous layer with the mask. In this way, you can create a mask for each layer without affecting the previous content. To create a mask in Photoshop Elements Click on a layer to select it. Select the Brush tool. Click and drag to create a selection in the image. Select the Selection tool. Select the Pencil tool. Click on the document to create a new layer. Paint to 05a79cecff

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Q: Efficient way to avoid leaks in C++ Builder I’m writing a class to draw on a visual component using dynamic arrays of pixels. I don’t create an array of every pixel in the component, only those pixels that need refreshing. I’ve been testing this and it seems to work OK. However, when I forget to delete the old pixels when I create a new array, I get strange rendering issues like this: How can I avoid this? Is there a method I can write when creating the class which would delete the old pixels in that particular case? A: There is no good way, and you would have to hunt down where your class is instantiated. You can subclass CGLayerRef, override the destroy method to free the memory and the removePixelsOfLayer method to remove any existing on-screen pixels (not on the allocated memory, just erase them). class CGLayerDummy: public CGLayerRef { void destroy() { CGLayerRef::removePixelsOfLayer(CGContextRef(native_context)); delete this; } }; Deleting a layer the same way you allocated it is simple. CGLayerRef layer =… CGContextRef layerContext = CGContextRetain(CGContextGetCurrentContext()); CGLayerRef dummyLayer = CGLayerDummy::Create(/* parameters */); CGContextSaveGState(layerContext); // Do stuff with the layer, copy/paste, etc. CGContextRestoreGState(layerContext); CGLayerDelete(dummyLayer); CGContextRelease(layerContext); A: I use CCLayer and CGLayer and i had to solve the same issue. A solution I use is to never access the pixels directly. I have created two methods in the class, one is to draw onto the layer, the other is to get the pixels (actually I use this method to create a CGBitmapContext because the CGBitmapContextGetData method is not available for CGLayers). Both methods are overloaded, because I have used them to get back to pixels to repair and to delete (but this can be avoided when both methods are overloaded and you only call delete in the second one). CCLayer* CCLayer::createLayer() {

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#ifndef BOOST_MPL_O1_SIZE_HPP_INCLUDED #define BOOST_MPL_O1_SIZE_HPP_INCLUDED // Copyright Aleksey Gurtovoy 2000-2004 // // Distributed under the Boost Software License, Version 1.0. // (See accompanying file LICENSE_1_0.txt or copy at // // // See for documentation. // $Id$ // $Date$ // $Revision$ #include #include #include #include #include #include #include #include namespace boost { namespace mpl { #if!defined(BOOST_MPL_CFG_NO_FULL_LAMBDA_SUPPORT) template struct O1_size : O1_size_impl::value , typename O1_size_impl::type > { BOOST_MPL_AUX_LAMBDA_SUPPORT(1, O1_size, (T)) }; #endif // BOOST_MPL_CFG_NO_FULL_LAMBDA_SUP

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