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  • Adding a Image to UITable View Cell

    - by Graeme
    Hi, I have a table in which I want a dynamic image to load in at the left-hand side. The table needs to use an IF statement to select the appropriate image from the "Resources" folder, and needs to be based upon [dog types]. The [dog types] is extracted from an RSS feed, and so the image in the table cell needs to match the each cell's [dog types] tag. I suspect I need to use - (UIImage *)imageForTypes:(NSString *)types { to do such a thing. Thanks.

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  • HTML/CSS Rendering to Image

    - by Steve
    Is there a library or tool that can take an html page and some css, and then render an image? I would like to define some templates server side using html code snippets, and some CSS to define the layout. Then using the template and CSS, I would like to essentially render an image of how this would display in a browser, and pass the image back to the client. Thanks.

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  • Clip a 4:3 image in WPF with a circle

    - by reckoner
    I am trying to clip a 4:3 image with a circle within a grid control. I need the circle clip to reveal the image from the middle in a perfect circle. See below. The circle should dynamically re-size with the image. I have tried Canvas.Clip and Ellipse+VisualBrush without achieving the correct behavior. Thanks!

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  • Background position image overlay (Works in IE, not in Mozilla/Chrome/Safari)

    - by amm229
    Hi all, I am having an issue positioning a background image using the following jquery background position command in Firefox, Google Chrome, and Safari. The code works correctly in IE 8. $('#element).css({ backgroundPosition: 'xpx ypx' }); The x position of the image is calculated dynamically based on window size and the y position is static. The css appears to be modified correctly, however, the background image I am attempting to overlay is absent. See jscript code below: $(window).resize(function () { // image positioning variables var windowwidth = $(window).width(); var imgwidth = $('#imgFluid').width(); var offset = $('#divFluidBlur').offset(); // calculate and implement position blurPositionLeft = (windowwidth - imgwidth) - offset.left; $('#divFluidBlur').css({ backgroundPosition: blurPositionLeft + 'px' + ' 30px' }); // debug: display actual css Background Position of element to text box $("#txtActualBackgroundpos").val(document.getElementById ("divFluidBlur").style.backgroundPosition); Thanks in advance for your help, Andrew

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  • Image URL has the contentType "text/html"

    - by user1503025
    I want to implement a method to download Image from website to laptop. public static void DownloadRemoteImageFile(string uri, string fileName) { HttpWebRequest request = (HttpWebRequest)WebRequest.Create(uri); HttpWebResponse response = (HttpWebResponse)request.GetResponse(); if ((response.StatusCode == HttpStatusCode.OK || response.StatusCode == HttpStatusCode.Moved || response.StatusCode == HttpStatusCode.Redirect) && response.ContentType.StartsWith("image", StringComparison.OrdinalIgnoreCase)) { //if the remote file was found, download it using (Stream inputStream = response.GetResponseStream()) using (Stream outputStream = File.OpenWrite(fileName)) { byte[] buffer = new byte[4096]; int bytesRead; do { bytesRead = inputStream.Read(buffer, 0, buffer.Length); outputStream.Write(buffer, 0, bytesRead); } while (bytesRead != 0); } } } But the ContentType of request or response is not "image/jpg" or "image/png". They're always "text/html". I think that's why after I save them to local, they has incorrect content and I cannot view them. Can anyone has a solution here? Thanks

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  • android drawable changes sizes on screen when reading image from file

    - by Daniel Benedykt
    Hi I have an image on a private file. I read the file, create the drawable, and assign it to an ImageView. The ImageView has WRAP_CONTENT so the size is automatic. On 320x480 screens, the image looks good But on screens with more resolution and high density 480x800 or 480x854 (N1, droid) , when the image is for example 150x150, I see the image as 100x100. Of course it has something to do with the density but not sure how should I resolve this. This is my code: FileInputStream fis = this.openFileInput("icon.png"); icon = Drawable.createFromStream(fis, "icon"); fis.close(); imageView.setImageDrawable(icon); thanks

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  • ANy way to fix the position of image

    - by Mirage
    I have an image on the left hand side and text on right side. Like two column layout. I want that when i scroll the text then the image should stay at center of page. I tried using position:fixed But then the problem , sometimes when i resize the IE window to small size then the image stay at same position and it comes out of the main content area when i scroll down. I want that image should scroll but should stay within the content area . It should not move outsid ethe main content aqrea

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  • Overlay an image over video using OpenGL ES shaders

    - by BlueVoodoo
    I am trying to understand the basic concepts of OpenGL. A week into it, I am still far from there. Once I am in glsl, I know what to do but I find getting there is the tricky bit. I am currently able to pass in video pixels which I manipulate and present. I have then been trying to add still image as an overlay. This is where I get lost. My end goal is to end up in the same fragment shader with pixel data from both my video and my still image. I imagine this means I need two textures and pass on two pixel buffers. I am currently passing the video pixels like this: glGenTextures(1, &textures[0]); //target, texture glBindTexture(GL_TEXTURE_2D, textures[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, buffer); Would I then repeat this process on textures[1] with the second buffer from the image? If so, do I then bind both GL_TEXTURE0 and GL_TEXTURE1? ...and would my shader look something like this? uniform sampler2D videoData; uniform sampler2D imageData; once I am in the shader? It seems no matter what combination I try, image and video always ends up being just video data in both these. Sorry for the many questions merged in here, just want to clear my many assumptions and move on. To clarify the question a bit, what do I need to do to add pixels from a still image in the process described? ("easy to understand" sample code or any types of hints would be appreciated).

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  • Facebook og:image

    - by Roderick Standaart
    So i have a problem with the facebook og:image. site: http://images.vallo-app.com/4db279b31df280b/ if people use this link to show their image, its no problem, facebook loads the og:image But it is used in an iPhone App, so people make a picture and get a shortened url of bit.ly back and then they can post it. So if you post it, facebook juts doesn't show the preview of the image, but if you post that shortened bit.ly link on facebook.com in the statusupdate it does. Someone know what the problem is?

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  • Display last image taken in Media.Images

    - by steve
    Hi I'm inserting an image from the camera (Taking a picture) into the MediaStore.Images.Media datastore. Does anyone know how I can go about displaying the last picture taken? I used Uri image = ContentUris.withAppendedId(externalContentUri, 45); to display an image from the datastore but obviously 45 is not the correct image. I try to pass the information from the previous activity (Camera) to the display activity but I'm assuming due to the photo call back being its own thread the value never gets set. Photo code is as follows Camera.PictureCallback photoCallback = new Camera.PictureCallback() { public void onPictureTaken(byte[] data, Camera camera) { // TODO Auto-generated method stub FileOutputStream fos; try { Bitmap bm = BitmapFactory.decodeByteArray(data, 0, data.length); fileUrl = MediaStore.Images.Media.insertImage(getContentResolver(), bm, "LastTaken", "Picture"); if(fileUrl == null) { Log.d("Still", "Image Insert Failed"); return; } else { picUri = Uri.parse(fileUrl); sendBroadcast(new Intent(Intent.ACTION_MEDIA_SCANNER_SCAN_FILE, picUri)); } } catch(Exception e) { Log.d("Picture", "Error Picture: ", e); } camera.startPreview(); } };

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  • Get single Wordpress gallery image with given title

    - by Wickethewok
    I am having users of a Wordpress blog upload a single image to different post's galleries with the name "banner". Basically, every post will have an image named "banner" uploaded to its gallery and this image needs to be displayed on the post's page outside of the article content. So, how can I get the URL to display an image in a post's single.php template? Can I iterate through the images of a given post's gallery and find the one with the correct title somehow? I've searched through the Wordpress codex docs and haven't found anything on a way to do this, just information on displaying galleries of photos. Note that I'm already using Wordpress's post thumbnail feature for something else. Thanks!

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  • find Image correct width and height

    - by Jeny
    now i get the image's width and height when onload function of img . my problem is, the image original width = 500px but document.getElementId(id).offsetWidth gives only 300px and also for height. Please help me how can i get original width and height of image

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  • Draw to an Image

    - by nXqd
    I'm new to GDI+ and I don't know how to draw to an Image. I've a matrix ( game map ) and tiles, Can I create an Image or a Bitmap, then I draw everything on it, so I can work with it likes an Image I load from resources. Thanks so much :)

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  • image doesnt always render on web page

    - by zsharp
    One of my png files does not always get diplayed in the browser (both in firefox and IE). In firebug the image is visible. sometimes ill even see the image start loading and halfway it fizzles. what could this be.? the image is appx 10kb.

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  • problem saving an image!!!

    - by anurag
    Hi I am developing an application for iphone that will pick an image from photo library and save it at some other place.Now in my application i will be using this image later on from that place. So can anybody suggest the folder where should i save this image so that the application works perfectly on device also.

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  • Jquery image slider window resize scaling issue

    - by eb_Dev
    Hi, I have created image gallery slider, the images of which scale with the window size. My problem is I can't seem to create the right formula to ensure that the slider is at the right position when the window is scaled. If I am at the first image and the slider 'left' offset is 0 then the scaling works fine and my offset is correct, however when I am on image two and my slider is offset by say -1500 and then the window is resized, the slider is then at the wrong offset. Taking this into account I figured I could just add / subtract the new window size difference from the slider offset and therefore have everything in the right position. I was wrong. It works for the first two images but then If I am at the end of my slider on the last image I get a nice big gap between the end of the last image and the border of the page. Can someone please show my where I am going wrong please? I've spent days on this :( The relevant code is as follows: $(window).bind('resize', function(event, delta) { /* Resize work images - resizes all to document width */ resizeWorkImages('div.page.work div#work ul'); /* Position slider controls */ positionSliderControls(); /* Get the difference between the old window width and the new */ var windowDiff = (gLastWindowWidth - $(window).width()) * -1; /* Apply difference to slider left position */ var newSliderLeftPos = stripPx($('div.page.work div#work ul').css('left')) - windowDiff; /* Apply to slider */ $('div.page.work div#work ul').css('left',newSliderLeftPos+'px') /* Update gSlider settings */ gSlider.update(); /* Record new window width */ gLastWindowWidth = $(window).width(); }); Thanks, eb_dev

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  • moving image to bounce or rotate in a circle

    - by BlueMonster
    I found this small application that i've been playing around with for the past little while. I was wondering, if i wanted to simply rotate the image in a circle? or make the entire image just bounce up and down, how would i modify this program to do so? Everything i've tried will just stretch the image - even if i do get it to move to the left or to the right. Any ideas on what i can do? Code is below public partial class Form1 : Form { private int width = 15; private int height = 15; Image pic = Image.FromFile("402.png"); private Button abort = new Button(); Thread t; public Form1() { abort.Text = "Abort"; abort.Location = new Point(190, 230); abort.Click += new EventHandler(Abort_Click); Controls.Add(abort); SetStyle(ControlStyles.DoubleBuffer| ControlStyles.AllPaintingInWmPaint| ControlStyles.UserPaint, true); t = new Thread(new ThreadStart(Run)); t.Start(); } protected void Abort_Click(object sender, EventArgs e) { t.Abort(); } protected override void OnPaint( PaintEventArgs e ) { Graphics g = e.Graphics; g.DrawImage(pic, 10, 10, width, height); base.OnPaint(e); } public void Run() { while (true) { for(int i = 0; i < 200; i++) { width += 5; Invalidate(); Thread.Sleep(30); } } } }

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