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Placing an image
Placing an image is easy in Photoshop. You can either drag the image onto the workspace or use a selection tool to choose the area of the image that you want to place.
You can find information about placing an image at the following link:
www.practicalphotography.com/article/create-portraits-with-photoshop/
When you place an image, Photoshop automatically creates a new layer for the image. You can use the Live Paint tool on any layer to paint directly onto the image layer. The tool allows you to apply a paintbrush to a specified area of the image, and as you move the tool over the image, you paint, delete, draw, and brush over the image.
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The following will detail the best practices, features and methods to edit images, create high-quality images, and reuse images on websites.
Best practices
Don’t worry about the best practices when learning Photoshop. There are too many tutorials on the internet. Instead, learn as much as you can by discovering the most efficient methods.
Automate repeat tasks
Automating repetitive tasks is the first key to efficiency. This can be done with macros, or script files. Script files are more efficient, and also easier to edit.
Practice with Photoshop’s shortcuts
Learn the keyboard shortcuts to execute the most common functions. Shortcuts are much faster than selecting menus to perform actions. It is also easier to execute by muscle memory than to remember shortcuts.
Use the Edit → Duplicate to duplicate something
Duplicating an image saves time by cutting away unnecessary steps. This becomes especially useful when you are working on multiple layers of an image. Even if an image gets out of the way, you can duplicate and move it as many times as you need.
Preview before you start editing
Practice your skills in a low-pressure environment. It is especially useful to learn the tools without being distracted. Test everything before you do any real work.
Cut out unnecessary steps
Cutting one unnecessary step away reduces the learning curve and also saves time. This also reduces the risk of making mistakes. You don’t want to waste hours trying to edit something that you can delete in just a few minutes.
Create new techniques and design patterns
New techniques help to customize Photoshop, expand your skillset and expand the world of design. New techniques come from experimenting with a bunch of different tools.
Learn the functions of different tools
Learning the functions of different tools can save you loads of time. For example, you don’t need to manually cut out a gradient every time. You can select that area with the Gradient tool, and just click and drag to place a new gradient.
Explore Photoshop’s palettes
Photoshop has many different tools, palettes and libraries that save time and work more efficiently. Exploring these palettes can help you understand the functions of different tools.
Learn about different editing techniques
Experiment with different editing techniques to save time, increase your skillset, and learn. There is no set path to becoming an efficient Photoshop user. You should
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Q:
how to dynamically allocate an array of class objects
I currently have a collection of data which I want to hold in an array of instances of my class. I cannot really figure out the syntax for this and I do not want to use a vector. I would like to have a vector or list of data that I can just use to access the data in my class. I know I can easily allocate and populate a vector with my class objects, but I don’t know how to go about dynamically allocating an array of instances of my class. Here is some sample code:
class MyClass {
public:
MyClass(int value);
int myValue;
virtual ~MyClass();
};
vector myVector;
void myfunc() {
MyClass value1 = new MyClass(1);
MyClass value2 = new MyClass(2);
MyClass value3 = new MyClass(3);
myVector.push_back(value1);
myVector.push_back(value2);
myVector.push_back(value3);
}
how do I dynamically allocate an array of these class objects? I can change the class as long as it is pretty basic. I am open to different ways of doing this.
A:
#include
#include
using std::vector;
template
class Data
{
public:
Data(const T& value) : m_value(value) {};
const T& get() const { return
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1. Field of the Invention
The present invention relates to an optical head for writing data on an optical recording medium and reading data recorded on the recording medium, an optical driving device having the optical head, and an optical recording and/or reproducing apparatus having the optical head.
2. Description of the Related Art
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