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  • Use hard disk image like a regular hard disk on Linux

    - by jobnoorman
    If you have a hard disk image (including partition table, multiple partitions,...), is it possible to let Linux treat it as a regular hard disk? By "regular hard disk" I mean I would like to have the image show up as, for instance, /dev/hdx and its partitions as /dev/hdx1,... (I know I can mount one of the partitions in the image using "mount -o loop,offset=x ..." but I don't really like this option.)

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  • Downloading image from Picasa Web Albums loses metadata

    - by Jarrod
    I have several photos on my Picasa Web Albums account. I have added captions, tags and location information to many of them through the PWA web interface. I assumed that PWA was saving this information in an IPTC, or some other metadata tag inside the image, but whenever I go to 'Download Photo' (on a single image), the resulting image, when saved to my computer, has no tags whatsoever. Does anybody know why this is the case? Does PWA require Picasa to be installed to preserve this information?

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  • Disk Image Tools for Windows Server 2008

    - by Jon Rauschenberger
    I have a Windows Server 2008 X64 machine that I need to swap the boot drive on. I'd like to use a disk image/restore utility to make an image of the boot partition and restore that to the new drive. Does anyone know of a free or reasonably priced tool that can do this? I know that Acronis True Image will do it, but you need to have their server product to restore images of a server OS and it's prohibitively expensive ($850). Thanks, jon

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  • Simple Image Capture Tool for Mac OS X that uses FireWire

    - by Justin Dearing
    I have Leopard (Mac OS X 10.5) on a G4 Powerbook and a camcorder with a firewire device. It doesn't have iMovie, which is now part of the separate iLife Suite and requires an Intel Mac. Anyway, Image Capture does not recognize the firewire video feed as an image capture device. What software would give me the simplest "capture this frame from live firewire video feed to image" functionality.

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  • SQLAuthority News – Scaling Up Your Data Warehouse with SQL Server 2008 R2

    - by pinaldave
    Data Warehouses are suppose to be containing huge amount of the data from the beginning. However, there are cases when too big is not enough. Every Data Warehouse Admin will agree that they have faced situation where they will need to scale up their data warehouse. Microsoft has released white paper discussing the same. Here is the abstract from the Microsoft Official site: SQL Server 2008 introduced many new functional and performance improvements for data warehousing, and SQL Server 2008 R2 includes all these and more. This paper discusses how to use SQL Server 2008 R2 to get great performance as your data warehouse scales up. We present lessons learned during extensive internal data warehouse testing on a 64-core HP Integrity Superdome during the development of the SQL Server 2008 release, and via production experience with large-scale SQL Server customers. Our testing indicates that many customers can expect their performance to nearly double on the same hardware they are currently using, merely by upgrading to SQL Server 2008 R2 from SQL Server 2005 or earlier, and compressing their fact tables. We cover techniques to improve manageability and performance at high-scale, encompassing data loading (extract, transform, load), query processing, partitioning, index maintenance, indexed view (aggregate) management, and backup and restore. Scaling Up Your Data Warehouse with SQL Server 2008 R2 Reference: Pinal Dave (http://blog.SQLAuthority.com)   Filed under: PostADay, SQL, SQL Authority, SQL Documentation, SQL Download, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Get image pixels of prescribed color

    - by ohadsc
    Hi, I have an image (PNG or JPG) inside which there is at least one pixel of a certain RGB color I know in advance I want to find the pixel(s) of that color For example, I may have image.jpg inside which I know some pixel has the RGB value 255,100,200. I want a program that will give me the list of pixels (if any) of that color in the image Anyone know of a tool to help me with that ? Thanks !

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  • Unity scaling instantiated GameObject at Start() doesn't "keep"

    - by Shivan Dragon
    I have a very simple scenario: A box-like Prefab which is imported from Blender automatically (I have the .blend file in the Assets folder). A script that has two public GameObject fields. In one I place the above prefab, and in the other I place a terrain object (which I've created in Unity's graphical view): public Collider terrain; public GameObject aStarCellHighlightPrefab; This script is attached to the camera. The idea is to have the Blender prefab instantiated, have the terrain set as its parent, and then scale said prefab instance up. I first did it like this, in the Start() method: void Start () { cursorPositionOnTerrain = new RaycastHit(); aStarCellHighlight = (GameObject)Instantiate(aStarCellHighlightPrefab, new Vector3(300,300,300), terrain.transform.rotation); aStarCellHighlight.name = "cellHighlight"; aStarCellHighlight.transform.parent = terrain.transform; aStarCellHighlight.transform.localScale = new Vector3(100,100,100); } and first thought it didn't work. However later I noticed that it did in fact work, in the sense where the scale was applied right at the start, but then right after the prefab instance came back to its initial scale. Putting the scale code in the Update() methods fixes it in the sense where now it stays scaled all the time: void Update () { aStarCellHighlight.transform.localScale = new Vector3(100,100,100); //... } However I've noticed that when I run this code, the object is first displayed without the scale being applied, and it takes about 5-10 seconds for the scale to happen. During this time everything works fine (like input and logging, etc). The scene is very simple, it's not like it has a lot of stuff to load or anything (there's a Ray cast from the camera on to the terrain, but that seems to happen without such delays). My (2 part) question is: Why doesn't it take the scale transform when I do it at the beginning in the Start() method. Why do I have to keep scaling it in the Update() method? Why does it take so long for the scale to "apply/show up".

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  • Simplest way to render image over top of another with another image used as mask in OpenGL?

    - by Adam Naylor
    The effect I'm looking for is to have a single large background image that is always visible (at full alpha) and then show a second image (what I call a light map or specular map) that is partially shown over the top based on a third image (which is effectively a mask). The effect is similar to this effect except instead of simply darkening or lightening the background image using the third image it needs to mask the second without effecting the first at all. The third image is the only one that moves therefore hard baking the third images alpha into the second image isn't an option. If my explanation isn't clear I'll provide visual examples when I have more time. I'd prefer not to go down a shader route as I haven't taught myself this area yet so unless I have too I'd rather try to achieve this with simple alpha blending. Happy to use a shader approach. Cheers. Additional These third images are obviously light sources being cast onto the first image showing the specular information from the second image to simulate the light 'shining' off the objects in the first image. The solution I implement will need to allow two light sources to potentially overlap so my current thoughts are that the alpha values of the two images will need to be combined (Added?) to produce a final image which masks the second image? Don't worry about things like coloured lights. For this technique the lights are all considered white.

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  • Split (parts of) image into several smaller (same size) pieces non-manually

    - by hlovdal
    If I have an image with a table containing several rows, say like the periodic table: Are there any tool I can use to split this into one smaller image with the H He row, another image for the Li Be ... Ne row, etc? The tool does not have to detect the row borders by itself, specifying a start offset + row height in pixels is ok. Manually selecting and cutting/copying in gimp is not an option, I have way to many rows to process.

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  • Video/Image processing on Apple iPhone4 [closed]

    - by goldenmean
    Hello, I know apple iPhone4 support H.264 and MPEG-4 as the supported video codecs, and JPEG,M-JPEG as image codecs. I was looking to get some information on Apple iPhone4 Video, Image Codec and Processing Chips/SoC parts. 1] Does anyone know, Which vendor provides the SoC's to enable this image / video compression and processing solutions in iPhone4. 2] Are the video/image codec solutions - 'Software codecs' on a specialized dsp-core/processor or hard wired as in a FPGA/ASIC solution. Any pointers would be useful. thank you. -AD.

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  • Scaling sprite velocity / co-ordinatesin Android

    - by user22241
    I'm trying to find the answer to a question that I've had for a long time, but am having trouble finding it! I hope someone can help :-) I'm trying to find information on how to scale sprite velocity / movement / co-ordinates. What I mean by this is how do I get a sprite to move at the same speed relative to the screen size / DPI so that it takes the same amount of real-time to get from one side of the screen to the other? All of the posts pertaining to sprite scaling that I can find on the various forums relate to the size of the sprite, but this part of it I'm OK with so far, it's just that when I move a sprite, it kind of gets there at different speed depending on the dpi / resolution of the device. I hope I'm making sense. This is the code I have so far, instead of using explicit amounts, like 1, I'm using something like the following: platSpeedFloat= (1 * (dpi/160)); //Use '1' so on an MDPI screen, the sprite will move by 1 physical pixel Then basically what I'm doing is something like this: (all varialble previously declared) platSpeedSave+=platSpeedFloat; //Add the platSpeedFloat value to the current platSpeedSave value platSpeed=(int) platSpeedSave; //Cast to int so it can be checked in the following statement if (platSpeed==platSpeedSave) //Check the casted int value to float value stored previoiusly {floorY=floorY-platSpeed; //If they match then change the Y value platSpeedSave=0;} //Reset Would be grateful if someone could assists - hope I'm making sense. The above doesn't seems to work the sprite moves 'faster' on lower DPI screens. Thanks

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  • choosing an image locally from http url and serving that image without a server round trip

    - by serverman
    Hi folks I am a complete novice to Flash (never created anything in flash). I am quite familiar with web applications (J2EE based) and have a reasonable expertise in Javascript. Here is my requirement. I want the user to select (via an html form) an image. Normally in the post, this image would be sent to server and may be stored there to be served later. I do not want that. I want to store this image locally and then serve it via HTTP to the user. So, the flow is: 1. Go to the "select image url":mywebsite.com/selectImage Browse the image and select the image This would transfer control locally to some code running on the client (Javascript or flash), which would then store the image locally at some place on the client machine. Go to the "show image url": mywebsite.com/showImage This would eventually result in some client code running on the browser that retrieves the image and renders it (without any server round trips.) I considered the following options: Use HTML5 local storage. Since I am a complete novice to flash, I looked into this. I found that it is fairly straightforward to store and retrieve images in javascript (only strings are allowed but I am hoping storing base64 encoded strings would work at least for small images). However, how do I serve the image via http url that points to my server without a server round trip? I saw the interesting article at http://hacks.mozilla.org/category/fileapi/ but that would work only in firefox and I need to work on all latest browsers (at least the ones supporting HTML5 local storage) Use flash SharedObjects. OK, this would have been good - the only thing is I am not sure where to start. Snippets of actionscripts to do this are scattered everywhere but I do not know how to use those scripts in an actual html page:) I do not need to create any movies or anything - just need to store an image and serve it locally. If I go this route, I would also use it to store other "strings" locally. If you suggest this, please give me the exact steps (could be pointers to other web sites) on how to do this. I would like to avoid paying for any flash development environment software ideally:) Thank you!

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  • How to write PIL image filter for plain pgm format?

    - by Juha
    How can I write a filter for python imaging library for pgm plain ascii format (P2). Problem here is that basic PIL filter assumes constant number of bytes per pixel. My goal is to open feep.pgm with Image.open(). See http://netpbm.sourceforge.net/doc/pgm.html or below. Alternative solution is that I find other well documented ascii grayscale format that is supported by PIL and all major graphics programs. Any suggestions? br, Juha feep.pgm: P2 # feep.pgm 24 7 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 3 3 3 0 0 7 7 7 7 0 0 11 11 11 11 0 0 15 15 15 15 0 0 3 0 0 0 0 0 7 0 0 0 0 0 11 0 0 0 0 0 15 0 0 15 0 0 3 3 3 0 0 0 7 7 7 0 0 0 11 11 11 0 0 0 15 15 15 15 0 0 3 0 0 0 0 0 7 0 0 0 0 0 11 0 0 0 0 0 15 0 0 0 0 0 3 0 0 0 0 0 7 7 7 7 0 0 11 11 11 11 0 0 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 edit: Thanks for the answer, I works... but I need a solution that uses Image.open(). Most of python programs out there use PIL for graphics manipulation (google: python image open). Thus, I need to be able to register a filter to PIL. Then, I can use any software that uses PIL. I now think mostly scipy, pylab, etc. dependent programs.

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  • Flex 4: Scale to a point (zoom into an image where the mouse was clicked)

    - by Jason W
    I've been trying to get this working and I can't seem to figure it out. There is an Image control that when I click on it I need to zoom in (using the center/transform point where the mouse is clicked). I have the zoom transition working great, but when I set transformX & tranformY (with autoCenterTransform false) it doesn't zoom into that point. Here is my code that only zooms in (not to a specific point) <fx:Script> <![CDATA[ protected function imgLogo_clickHandler(event:MouseEvent):void { transformer.play(); } ]]> </fx:Script> <fx:Declarations> <s:Parallel id="transformer" target="{imgLogo}"> <s:Scale scaleXBy="0.5" scaleYBy="0.5" /> </s:Parallel> </fx:Declarations> <mx:Image id="imgLogo" width="250" x="100" y="100" maintainAspectRatio="true" source="@Embed('src/logo.png')" click="imgLogo_clickHandler(event)" /> Any help is greatly appreciated. Thanks

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  • jQuery image crossfader problem

    - by Dr Casper Black
    Hey!, I have a image switcher fadein/out (it will crossfade iamges - auto(1 - x) ) and a pager but i cant manage to make the image rotation listen the click action on pager, when clicked on pager the image will NOT jup tu the specific img. The problem is in the rotate function the triggerID will hold the "rel" num of the current pager-element which is the equivalent to the image "list" num, so when clicked on the pager, the triggerID will show the rel number that was clicked... can i use that to display the image Here is the code for JQ: $(".paging a:first").addClass("active"); //Rotation rotate = function(){ var triggerID = $active.attr("rel"); //Get number of times to images $(".paging a").removeClass('active'); //Remove all active class $active.addClass('active'); //Add active class (the $active is declared in the rotateSwitch function) //CrossFade Animation var $activeImg = $('.image_reel img.active'); if ( $activeImg.length == 0 ) $activeImg = $('.image_reel img:last'); var $next = $activeImg.next().length ? $activeImg.next() : $('.image_reel img:first'); $activeImg.addClass('last-active'); $next.css({opacity: 0.0}) .addClass('active') .animate({opacity: 1.0}, 500, function() { $activeImg.removeClass('active last-active'); }); }; //Rotation and Timing Event rotateSwitch = function(){ play = setInterval(function(){ //Set timer - this will repeat itself every 3 seconds $active = $('.paging a.active').next(); //Move to the next paging if ( $active.length === 0) { //If paging reaches the end... $active = $('.paging a:first'); //go back to first } rotate(); //Trigger the paging and slider function }, 3000); //Timer speed in milliseconds (3 seconds) }; rotateSwitch(); //Run function on launch //On Click $(".paging a").click(function() { $active = $(this); //Activate the clicked paging //Reset Timer clearInterval(play); //Stop the rotation rotate(); //Trigger rotation immediately rotateSwitch(); // Resume rotation timer return false; //Prevent browser jump to link anchor }); The HTML code: <div class="image_reel"> <img src="images/slideshow/img1.jpg" alt="image 1" class="active"> <img src="images/slideshow/img2.jpg" alt="image 2"> <img src="images/slideshow/img3.jpg" alt="image 3"> <img src="images/slideshow/img4.jpg" alt="image 4"> </div> <div class="paging"> <a href="#" rel="1" title="image 1">&nbsp;</a> <a href="#" rel="2" title="image 2">&nbsp;</a> <a href="#" rel="3" title="image 3">&nbsp;</a> <a href="#" rel="4" title="image 4">&nbsp;</a> </div> plz help.

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  • iPhone: How to Maintain Original Image Size Thoughout Image Edits

    - by maddy
    hi, I am developing an iPhone app that resizes and merges images. I want to select two photos of size 1600x1200 from photo library and then merge both into a single image and save that new image back to the photo library. However, I can't get the right size for the merged image. I take two image views of frame 320x480 and set the view's image to my imported images. After manipulating the images (zooming, cropping, rotating), I then save the image to album. When I check the image size it shows 600x800. How do I get the original size of 1600*1200? I've been stuck on this problem from two weeks! Thanks in advance.

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  • PHP Image resize - Why is the image uploaded but not resized?

    - by Hans
    BACKGROUND I have a script to upload an image. One to keep the original image and one to resize the image. 1. If the image dimensions (width & height) are within max dimensions I use a simple "copy" direct to folder UserPics. 2. If the original dimensions are bigger than max dimensions I want to resize the width and height to be within max. Both of them are uploading the image to the folder, but in case 2, the image will not be resized. QUESTION Is there something wrong with the script? Is there something wrong with the settings? SETTINGS Server: WAMP 2.0 PHP: 5.3.0 PHP.ini: GD2 enabled, Memory=128M (have tried 1000M) Tried imagetypes uploaded: jpg, jpeg, gif, and png (same result for all of them) SCRIPT //Uploaded image $filename = stripslashes($_FILES['file']['name']); //Read filetype $i = strrpos($filename,"."); if (!$i) { return ""; } $l = strlen($filename) - $i; $extension = substr($filename,$i+1,$l); $extension = strtolower($extension); //New picture name = maxid+1 (from database) $query = mysql_query("SELECT MAX(PicId) AS number FROM userpictures"); $row = mysql_fetch_array($query); $imagenumber = $row['number']+1; //New name of image (including path) $image_name=$imagenumber.'.'.$extension; $newname = "UserPics/".$image_name; //Check width and height of uploaded image list($width,$height)=getimagesize($uploadedfile); //Check memory to hold this image (added only as checkup) $imageInfo = getimagesize($uploadedfile); $requiredMemoryMB = ( $imageInfo[0] * $imageInfo[1] * ($imageInfo['bits'] / 8) * $imageInfo['channels'] * 2.5 ) / 1024; echo $requiredMemoryMB."<br>"; //Max dimensions that can be uploaded $maxwidth = 20; $maxheight = 20; // Check if dimensions shall be original if ($width > $maxwidth || $height > $maxheight) { //Make jpeg from uploaded image if ($extension=="jpg" || $extension=="jpeg" || $extension=="pjpeg" ) { $modifiedimage = imagecreatefromjpeg($uploadedfile); } elseif ($extension=="png") { $modifiedimage = imagecreatefrompng($uploadedfile); } elseif ($extension=="gif") { $modifiedimage = imagecreatefromgif($uploadedfile); } //Change dimensions if ($width > $height) { $newwidth = $maxwidth; $newheight = ($height/$width)*$newwidth; } else { $newheight = $maxheight; $newwidth = ($width/$height)*$newheight; } //Create new image with new dimensions $newdim = imagecreatetruecolor($newwidth,$newheight); imagecopyresized($newdim,$modifiedimage,0,0,0,0,$newwidth,$newheight,$width,$height); imagejpeg($modifiedimage,$newname,60); // Remove temp images imagedestroy($modifiedimage); imagedestroy($newdim); } else { // Just add picture to folder without resize (if org dim < max dim) $newwidth = $width; $newheight = $height; $copied = copy($_FILES['file']['tmp_name'], $newname); } //Add image information to the MySQL database mysql_query("SET character_set_connection=utf8", $dbh); mysql_query("INSERT INTO userpictures (PicId, Picext, UserId, Width, Height, Size) VALUES('$imagenumber', '$extension', '$_SESSION[userid]', '$newwidth', '$newheight', $size)")

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  • How to get image from relative URL in C#, the image cannot be in the project

    - by red-X
    I have a project where I'm loading relative image Uri's from an xml file. I'm loading the image like this: if (child.Name == "photo" && child.Attributes["href"] != null && File.Exists(child.Attributes["href"].Value)) { Image image = new Image(); image.Source = new BitmapImage(new Uri(child.Attributes["href"].Value, UriKind.RelativeOrAbsolute)); images.Add(image); } Where the "child" object is an XmlNode which could looks like this <photo name="info" href="Resources\Content\test.png"/> During debug it seemd images is filled with actual images but when I want to see them in any way it shows nothing. Weird thing is when I include the images in my project it does work, I however dont want to do that since my point for using an xml file is so that it would be lost since you'd have to rebuild the program anyway after a change.

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  • Easy Scaling in XAML (WPF)

    - by Robert May
    Ran into a problem that needed solving that was kind of fun.  I’m not a XAML guru, and I’m sure there are better solutions, but I thought I’d share mine. The problem was this:  Our designer had, appropriately, designed the system for a 1920 x 1080 screen resolution.  This is for a full screen, touch screen device (think Kiosk), which has that resolution, but we also wanted to demo the device on a tablet (currently using the AWESOME Samsung tablet given out at Microsoft Build).  When you’d run it on that tablet, things were ugly because it was at a lower resolution than the target device. Enter scaling.  I did some research and found out that I probably just need to monkey with the LayoutTransform of some grid somewhere.  This project is using MVVM and has a navigation container that we built that lives on a single root view.  User controls are then loaded into that view as navigation occurs. In the parent grid of the root view, I added the following XAML: <Grid.LayoutTransform> <ScaleTransform ScaleX="{Binding ScaleWidth}" ScaleY="{Binding ScaleHeight}" /> </Grid.LayoutTransform> And then in the root View Model, I added the following code: /// <summary> /// The required design width /// </summary> private const double RequiredWidth = 1920; /// <summary> /// The required design height /// </summary> private const double RequiredHeight = 1080; /// <summary>Gets the ActualHeight</summary> public double ActualHeight { get { return this.View.ActualHeight; } } /// <summary>Gets the ActualWidth</summary> public double ActualWidth { get { return this.View.ActualWidth; } } /// <summary> /// Gets the scale for the height. /// </summary> public double ScaleHeight { get { return this.ActualHeight / RequiredHeight; } } /// <summary> /// Gets the scale for the width. /// </summary> public double ScaleWidth { get { return this.ActualWidth / RequiredWidth; } } Note that View.ActualWidth and View.ActualHeight are just pointing directly at FrameworkElement.ActualWidth and FrameworkElement.ActualHeight. That’s it.  Just calculate the ratio and bind the scale transform to it. Hopefully you’ll find this useful. Technorati Tags: WPF,XAML

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  • How do you position a background image inside a <div>?

    - by Giffyguy
    My code currently looks like this: <div style="position: fixed; width: 35.25%; height: 6.75%; left: 0%; top: 4.625%; right: 64.75%; bottom: 88.625%; color: #D1E231; text-align: center; background-color: #666666; background-image: url('FleurTR.png'); background-position: right top;"> <div> The <div> shows up just fine, with the grey background color, but the background image won't show up at all. What am I missing here? There's no reason I should have to specify background-attachment or background-repeat, right? (I don't want it to repeat.)

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  • php resize image

    - by haohan
    I have a class to read and output the image content, if $width is set, it will resize the image, and then output it. If I call the function like this $image-readImage('123.jpg'); , it can output the image file correctly, but when I call $image-readImage('123.jpg'); , it just display a black image with resized width & height. And I tried to replace the code from @imagejpeg($thumb, null, 100); to @imagejpeg($image, null, 100); will works~ - protected function readImage($fileName, $width = 0) { if ($width <= 0) { return @file_get_contents($this-destination . '/' . $fileName); } else { $imageSize = @getimagesize($this-destination . '/' . $fileName); $actualWidth = $imageSize[0]; $actualHeigth = $imageSize[1]; if ($actualWidth <= $width) { return @file_get_contents($this-destination . '/' . $fileName); } $height = (100 / ($actualWidth / $width)) * .01; $height = @round($actualHeigth * $height); $image = @imagecreatefromjpeg($this-destination . '/' . $fileName); $thumb = @imagecreatetruecolor($width, $height); @imagecopyresampled($thumb, $image, 0, 0, 0, 0, $width, $height, $actualWidth, $actualHeight); ob_start(); @imagejpeg($thumb, null, 100); $bits = ob_get_contents(); ob_end_clean(); return $bits; } } Any experts know what happened and help me to solve it ? Thanks.

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  • What is the best algorithm to locate a point in an image file?

    - by suugaku
    Hi all, I want to create a mark sheet recognizer. Here is the description: My system uses black and white color scheme. The mark sheet paper has a small black rectangle on each corner and an additional small black rectangle, to determine orientation, near one of the previous rectangles. The paper is scanned to yield an image (in bmp format for example). The first step is to locate these five references in image as eficient as possible. My rough idea is to trace row by row and from left to right for each row. It sounds very slow I think. Is there any better way to do that? Thank you in advance. regards, Suugaku

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  • jQuery click event on image only fires once

    - by stephenreece@
    I created a view of thumbnails. When the user clicks, I want the real image to pop-up in a dialog. That works the first time, but once the jQuery 'click' fires on an thumbnail it never fires again unless I reload the entire page. I've tried rebinding the click events on the dialog close that that does not help. Here is my code: function LoadGalleryView() { $('img.gallery').each(function(){ BindImage($(this)); }); } function BindImage(image) { var src= image.attr('src'); var id= image.attr('id'); var popurl = src.replace("thumbs/", ""); image.hover(function(){ image.attr('style', 'height: 100%; width: 100%;'); }, function(){ image.removeAttr('style'); }); $('#'+id).live('click', function() { PopUpImage(popurl); }); } function CheckImage(img,html) { if ( img.complete ) { $('#galleryProgress').html(''); var imgwidth = img.width+35; var imgheight = img.height+65; $('<div id="viewImage" title="View"></div>').html(html).dialog( { bgiframe: true, autoOpen: true, modal: true, width: imgwidth, height: imgheight, position: 'center', closeOnEscape: true }); } else { $('#galleryProgress').html('<img src="images/ajax-loader.gif" /><br /><br />'); setTimeout(function(){CheckImage(img,html);},10); } } function PopUpImage(url) { var html = '<img src="'+url+'" />'; var img = new Image(); img.src = url; if ( ! img.complete ) { setTimeout(function(){CheckImage(img,html);},10); } } PopUpImage() only executes the first time an image is clicked and I cannot figure out how to rebind.

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  • Jquery resizing image

    - by michele
    I'd like to start a discussion about the image resizing using jQuery. That's my contribution: But I think I'm far away from the solution. What about the cropping? Who can help me? $(document).ready(function() { $('.story-small img').each(function() { var maxWidth = 100; // Max width for the image var maxHeight = 100; // Max height for the image var ratio = 0; // Used for aspect ratio var width = $(this).width(); // Current image width var height = $(this).height(); // Current image height // Check if the current width is larger than the max if(width > maxWidth){ ratio = maxWidth / width; // get ratio for scaling image $(this).css("width", maxWidth); // Set new width $(this).css("height", height * ratio); // Scale height based on ratio height = height * ratio; // Reset height to match scaled image } // Check if current height is larger than max if(height > maxHeight){ ratio = maxHeight / height; // get ratio for scaling image $(this).css("height", maxHeight); // Set new height $(this).css("width", width * ratio); // Scale width based on ratio width = width * ratio; // Reset width to match scaled image } }); });

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