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  • simple image upload in aspnet mvc

    - by FosterZ
    hi,i'm building a simple school portal, i have stucked at uploading an image into my application, i.e a user should upload school image to my server, i have directory for images as ./Content/Images -- all uploading images should be uploaded to this directory. i have following code input type="file" id="SchoolImageUrl" name="SchoolImageUrl" class="required" using this m'getting a browse button, i have no idea how to upload that image to server and how would be my action controller ? i have following controller for creating school public ActionResult SchoolCreate(_ASI_School schoolToCreate, FormCollection collection) { if (!ModelState.IsValid) return View(); try { // TODO: Add insert logic here schoolToCreate.SchoolId = Guid.NewGuid().ToString(); schoolToCreate.UserId = new Guid(Request.Form["currentUser"]); schoolToCreate.SchoolAddedBy = User.Identity.Name; HttpPostedFileBase file = Request.Files["SchoolImageUrl"]; file.SaveAs(file.FileName); //schoolToCreate.SchoolImageUrl = Reuseable.ImageUpload(Request.Files["SchoolImageUrl"], Server.MapPath("../Content")); //schoolToCreate.SchoolImageUrl = Path.GetFullPath(Request.Files[0].FileName); schoolToCreate.SchoolImageUrl = collection["SchoolImageUrl"]; UpdateModel(schoolToCreate); _schoolRepository.CreateSchool(schoolToCreate); //_schoolRepository.SaveToDb(); return RedirectToAction("DepartmentCreate", "Department", new { userId = schoolToCreate.UserId, schoolId = schoolToCreate.SchoolId }); } catch { return View("CreationFailed"); } } here im geting object referece error

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  • Retain, reuse, release?

    - by Typeoneerror
    I've got a series of buttons that each use a different image. Can I reuse a retained variable like this below: // set images UIImage *image = [[dice1 backgroundImageForState:UIControlStateHighlighted] retain]; [dice1 setBackgroundImage:image forState:(UIControlStateHighlighted|UIControlStateSelected)]; image = [dice2 backgroundImageForState:UIControlStateHighlighted]; [dice2 setBackgroundImage:image forState:(UIControlStateHighlighted|UIControlStateSelected)]; image = [dice3 backgroundImageForState:UIControlStateHighlighted]; [dice3 setBackgroundImage:image forState:(UIControlStateHighlighted|UIControlStateSelected)]; image = [dice4 backgroundImageForState:UIControlStateHighlighted]; [dice4 setBackgroundImage:image forState:(UIControlStateHighlighted|UIControlStateSelected)]; image = [dice5 backgroundImageForState:UIControlStateHighlighted]; [dice5 setBackgroundImage:image forState:(UIControlStateHighlighted|UIControlStateSelected)]; image = [dice6 backgroundImageForState:UIControlStateHighlighted]; [dice6 setBackgroundImage:image forState:(UIControlStateHighlighted|UIControlStateSelected)]; [image release]; or do I need to create a new UIImage for each image passed to each button's setBackgroundImage: like so: // set images UIImage *image1 = [dice1 backgroundImageForState:UIControlStateHighlighted]; [dice1 setBackgroundImage:image1 forState:(UIControlStateHighlighted|UIControlStateSelected)]; UIImage *image2 = [dice2 backgroundImageForState:UIControlStateHighlighted]; [dice2 setBackgroundImage:image forState:(UIControlStateHighlighted|UIControlStateSelected)]; and rely on autorelease rather than a retained UIImage. I'm not sure if assigning the image to a different UIImage would effect the retain count.

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  • how to load image from file using MFC

    - by Sweety Khan
    **my browse button code is void CFileOpenDlg::OnBnClickedButton1() { // TODO: Add your control notification handler code here CFileDialog dlg(TRUE); int result=dlg.DoModal(); if(result==IDOK) { path=dlg.GetPathName(); UpdateData(FALSE); } } and this is the code for loading an image from resource but tht does not work for loading an image from file. i know LoadImage(); is used for this but how? how can i edit this code to load image from file. Plzz help..... void CFileOpenDlg::OnBnClickedButton2() { // TODO: Add your control notification handler code here CRect r; CBitmap* m_bitmap; CDC dc, *pDC; BITMAP bmp; m_bitmap = new CBitmap(); m_bitmap-LoadBitmapW(IDB_BITMAP1); m_bitmap-GetBitmap(&bmp); pDC = this-GetDC(); dc.CreateCompatibleDC(pDC); dc.SelectObject(m_bitmap); pDC-BitBlt(200, 200, bmp.bmWidth, bmp.bmHeight, &dc,0 , 0, SRCCOPY); m_bitmap-DeleteObject(); m_bitmap-Detach(); } waiting for reply........**

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  • Get Image from Byte Aarray.

    - by Arun Thakkar
    Hello Everyone!! Hope You all are fine and also in one of your best of moods!! Hope You all are Enjoying iPhone development. I herewith one issue that i am not able to solve, may be i don't know the depth concept of iPhone. So Its my humble requet to you to guide me or suggest or share your ideas. I do find an issue with getting an image from Bytes array. I am calling a webservice which returns an image in form of Bytes Array as response. I have Converted this bytes array in to form of NSData, Now i have NSData, But When i Try to get an image from this NSData, It shows nil. I Did lots of R&D and Find one suggestion to use base64 encoder, But unfortunately because of not proper guidance I was not able to Implement that. I was also suggested to use OPenSSL Library for base64 from url http://www.cocoadev.com/index.pl?BaseSixtyFour But again i was not able to include #include #include these two files. as in Newer Version of SDK 3.X family Apple has depreciated those (as i guess). So Now i need help from you guys. kindly help me if you have solution or if you know the steps to solve these. Looking Forwards. Regards, Arun Thakkar

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  • [iText] Inserting Image onCloseDocument

    - by David
    I'm trying to insert an image in the footer of my document using iText's onCloseDocument event. I have the following code: public void onCloseDocument(PdfWriter writer, Document document) { PdfContentByte pdfByte = writer.getDirectContent(); try { // logo is a non-null global variable Image theImage = new Jpeg(logo); pdfByte.addImage(theImage, 400.0f, 0.0f, 0.0f, 400.0f, 0.0f, 0.0f); } catch (Exception e) { e.printStackTrace(); } } The code throws no exceptions, but it also fails to insert the image. This identical code is used onOpenDocument to insert the same logo. The only difference between the two methods are the coordinates in pdfByte.addImage. However, I've tried quite a few different coordinations in onCloseDocument and none of them appear anywhere in my document. Is there any troubleshooting technique for detecting content which is displayed off-page in a PDF? If not, can anyone see the problem with my onCloseDocument method? Edit: As a followup, it seems that onDocumentClose puts its content on page document.length() + 1 (according to its API). However, I don't know how to change the page number back to document.length() and place my logo on the last page.

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  • Stop image from tiling

    - by Glen Morse
    I have a procedure: procedure DrawSolidHexImage(Target: TCanvas; { Canvas to draw hex on } Fillstyle : TBrushStyle; { How to fill the hex } Fillcolor : TColor; { Color to fill it } fillimage : Tbitmap; { Image to show} Linestyle : TPenStyle; { What kind of lines } LineColor : Tcolor; { What color for lines } x,y,radius: integer; { Position and size of Hex } button : boolean); { Make hexes look like buttons? } When I use this, the image is tiled to fill the area. Is there something I can add or must remove to make it not tile? Thus not repeating the image. Maybe make it center? The Code in which I use DrawSolidHexImage looks like: procedure THexMap.ImageAHex(ImageWanted : TBitmap; HexPatternWanted: TBrushStyle; MapLocation:TPoint); var p0:TPoint; begin if FHexMapOn and FDrawSolidMap and (not UseSavedMap) then begin with TempMap.canvas do p0 := ConvertCoords(Point(MapLocation.x,MapLocation.y),ptROWCOL); DrawSolidHexImage(TempMap.Canvas,HexPatternWanted,clGray, Imagewanted,psSolid,LineColor,p0.x,p0.y,hexradius,hex3d); Refresh; end; end;

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  • Creating a method for wrapping a loaded image in a UIImageView

    - by eco_bach
    I have the following un my applicationDidFinishLaunching method UIImage *image2 = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"image2.jpg" ofType:nil]]; view2 = [[UIImageView alloc] initWithImage:image2]; view2.hidden = YES; [containerView addSubview:view2]; I'm simply adding an image to a view. But because I need to add 30-40 images I need to wrap the above in a function (which returns a UIImageView) and then call it from a loop. This is my first attempt at creating the function -(UIImageView)wrapImageInView:(NSString *)imagePath { UIImage *image = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:imagePath ofType:nil]]; UIImageView *view = [[UIImageView alloc] initWithImage:image]; view.hidden = YES; } And then to invoke it I have the following so far, for simplicity I am only wrapping 3 images //Create an array and add elements to it NSMutableArray *anArray = [[NSMutableArray alloc] init]; [anArray addObject:@"image1.jpg"]; [anArray addObject:@"image2.jpg"]; [anArray addObject:@"image3.jpg"]; //Use a for each loop to iterate through the array for (NSString *s in anArray) { UIImageView *wrappedImgInView=[self wrapImage:s]; [containerView addSubview:wrappedImgInView]; NSLog(s); } //Release the array [anArray release]; I have 2 general questions 1-Is my approach correct?, ie following best practices, for what I am trying to do (load a multiple number of images(jpgs, pngs, etc.) and adding them to a container view) 2-For this to work properly with a large number of images, do I need to keep my array creation separate from my method invocation? Any other suggestions welcome!

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  • RSpec: Can't convert Image to String when using Nested Resource.

    - by darrint
    I'm having trouble with and RSpec view test. I'm using nested resources and the model with a belongs_to association. Here's what I have so far: describe "/images/edit.html.erb" do include ImagesHelper before(:each) do @image_pool = stub_model(ImagePool, :new_record => false, :base_path => '/') assigns[:image] = @image = stub_model(Image, :new_record? => false, :source_name => "value for source_name", :image_pool => @image_pool) end it "renders the edit image form" do render response.should have_tag("form[action=#{image_path(@image)}][method=post]") do with_tag('input#image_source_name[name=?]', "image[source_name]") end end end The error I'm receiving: ActionView::TemplateError in '/images/edit.html.erb renders the edit image form' can't convert Image into String On line #3 of app/views/images/edit.html.erb 1: <h1>Editing image</h1> 2: 3: <% form_for(@image) do |f| %> 4: <%= f.error_messages %> 5: 6: <p> app/views/images/edit.html.erb:3 /opt/dtcm/railstest/lib/ruby/gems/1.9.1/gems/rspec-rails-1.3.2/lib/spec/rails/extensions/action_view/base.rb:27:in `render_with_mock_proxy' /opt/dtcm/railstest/lib/ruby/gems/1.9.1/gems/rspec-rails-1.3.2/lib/spec/rails/example/view_example_group.rb:170:in `render' Looking at the rails code where the exception occurs is not very revealing. Any ideas on how I can narrow down what is going on here? One thing I tried was calling form_for directly from the example and I got a different error griping about lack of 'polymorphic_path' defined on Spec::Rails::Example::ViewExampleGroup::Subclass_4:0xblah. Not sure if that actually means anything.

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  • How can I rotate an image using Java/Swing and then set its origin to 0,0?

    - by JT
    I'm able to rotate an image that has been added to a JLabel. The only problem is that if the height and width are not equal, the rotated image will no longer appear at the JLabel's origin (0,0). Here's what I'm doing. I've also tried using AffineTransform and rotating the image itself, but with the same results. Graphics2D g2d = (Graphics2D)g; g2d.rotate(Math.toRadians(90), image.getWidth()/2, image.getHeight()/2); super.paintComponent(g2d); If I have an image whose width is greater than its height, rotating that image using this method and then painting it will result in the image being painted vertically above the point 0,0, and horizontally to the right of the point 0,0.

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  • Changing url of background image

    - by João Pedro
    I'm doing this interface where I have a lot of buttons that are just a li with a background image like this #menu ul.icons li.nove { background-image:url(images/edit-menu/icons/undo.png); background-size:contain; display:block; margin-top:29px; } <ul class="icons"> <li class="um"></li> <li class="dois"></li> <li class="tres"></li> <li class="quatro"></li> <li class="cinco"></li> <li class="seis"></li> <li class="sete"></li> <li class="oito"></li> <li class="nove"></li> <li class="dez"></li> </ul> I need to create a code where I change the background image of the button when the user clicks it, to show that button its activated, I just need to change url(images/edit-menu/icons/ to url(images/edit-menu/select/ and keep the same filename. I need a way to do this dynamically so I won't have to do it for each of the 10 buttons. Hope I was clear, thanks in advance

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  • Convert image color space and output separate channels in OpenCV

    - by Victor May
    I'm trying to reduce the runtime of a routine that converts an RGB image to a YCbCr image. My code looks like this: cv::Mat input(BGR->m_height, BGR->m_width, CV_8UC3, BGR->m_imageData); cv::Mat output(BGR->m_height, BGR->m_width, CV_8UC3); cv::cvtColor(input, output, CV_BGR2YCrCb); cv::Mat outputArr[3]; outputArr[0] = cv::Mat(BGR->m_height, BGR->m_width, CV_8UC1, Y->m_imageData); outputArr[1] = cv::Mat(BGR->m_height, BGR->m_width, CV_8UC1, Cr->m_imageData); outputArr[2] = cv::Mat(BGR->m_height, BGR->m_width, CV_8UC1, Cb->m_imageData); split(output,outputArr); But, this code is slow because there is a redundant split operation which copies the interleaved RGB image into the separate channel images. Is there a way to make the cvtColor function create an output that is already split into channel images? I tried to use constructors of the _OutputArray class that accepts a vector or array of matrices as an input, but it didn't work.

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  • Segmenting and masking all shades of red from an image using opencv

    - by vrinda
    I am trying to segment all shades of red form an image using hue saturation values and use InRangeS function to create a mask which should have all red areas whitened and all others blacked(a new 1 channel image). Thwn Inpaint them to kind of obscure the segmented portions. My code is as given. However I am unable to get an output image, it doesnt segment the desired color range. Any pointers on my approach and why it isnt working. ? using namespace std; int main() { IplImage *img1=cvLoadImage("/home/techrascal/projects/test1/image2.jpeg"); //IplImage *img3; IplImage *imghsv; IplImage *img4; CvSize sz=cvGetSize(img1); imghsv=cvCreateImage(sz,IPL_DEPTH_8U,3); img4=cvCreateImage(sz,IPL_DEPTH_8U,1); int width = img1->width; int height = img1->height; int bpp = img1->nChannels; cvNamedWindow("original", 1); cvNamedWindow("hsv",1); cvNamedWindow("Blurred",1); int r,g,b; // create inpaint mask: img 4 will behave as mask cvCvtColor(img1,imghsv,CV_BGR2HSV); CvScalar hsv_min = cvScalar(0, 0, 0, 0); CvScalar hsv_max = cvScalar(255, 0, 0, 0); //cvShowImage("hsv",imghsv); cvInRangeS( imghsv, hsv_min, hsv_max, img4 ); cvInpaint(img1, img4, img1, 3,CV_INPAINT_NS ); cvShowImage("Blurred",img1); cvReleaseImage(&img1); cvReleaseImage(&imghsv); cvReleaseImage(&img4); //cvReleaseImage(&img3); char d=cvWaitKey(10000); cvDestroyAllWindows(); return 0;}

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  • Customizing the Stars Image for Ajaxful_Rating RoR plugin

    - by Kevin
    I'm trying to come up with my own star image that's slightly smaller and different style than the one provided in the gem/plugin, but Ajaxful_rating doesn't have an easy way to do this. Here's what I've figured out so far: The stars.png in the public folder is three 25x25 pixel tiles stacked vertically, ordered empty star, normal star, and hover star. I'm assuming as long as you keep the above constraints, you should be fine without modifying any other files. But what if you want to change the image size of the stars to larger or smaller? I've found where you can change the height in the stylesheets/ajaxful_rating.css .ajaxful-rating{ position: relative; /*width: 125px; this is setted dynamically */ height: 25px; overflow: hidden; list-style: none; margin: 0; padding: 0; background-position: left top; } .ajaxful-rating li{ display: inline; } .ajaxful-rating a, .ajaxful-rating span, .ajaxful-rating .show-value{ position: absolute; top: 0; left: 0; text-indent: -1000em; height: 25px; line-height: 25px; outline: none; overflow: hidden; border: none; } You just need to change every place that says "25px" above to whatever height your new star image is. This works fine but doesn't display the horizontal part correctly. Anyone know where I would look to set the horizontal part as well? (I'm assuming it's in an .rb file somewhere based upon how many stars you specified in your ajaxful_rating setup)

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  • How can i fetch the large image from url

    - by Kutbi
    i used below code to fetch the image from url.but its not working for large image.. i missing something to add for that type of image to fetch. imgView = (ImageView)findViewById(R.id.ImageView01); imgView.setImageBitmap(loadBitmap("http://www.360technosoft.com/mx4.jpg")); //imgView.setImageBitmap(loadBitmap("http://sugardaddydiaries.com/wp-content/uploads/2010/12/how_do_i_get_sugar_daddy.jpg")); //setImageDrawable("http://sugardaddydiaries.com/wp-content/uploads/2010/12/holding-money-copy.jpg"); //Drawable drawable = LoadImageFromWebOperations("http://www.androidpeople.com/wp-content/uploads/2010/03/android.png"); //imgView.setImageDrawable(drawable); /* try { ImageView i = (ImageView)findViewById(R.id.ImageView01); Bitmap bitmap = BitmapFactory.decodeStream((InputStream)new URL("http://sugardaddydiaries.com/wp-content/uploads/2010/12/holding-money-copy.jpg").getContent()); i.setImageBitmap(bitmap); } catch (MalformedURLException e) { System.out.println("hello"); } catch (IOException e) { System.out.println("hello"); }*/ } protected Drawable ImageOperations(Context context, String string, String string2) { // TODO Auto-generated method stub try { InputStream is = (InputStream) this.fetch(string); Drawable d = Drawable.createFromStream(is, "src"); return d; } catch (MalformedURLException e) { e.printStackTrace(); return null; } catch (IOException e) { e.printStackTrace(); return null; } }

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  • Save Bitmap image in a location in C#

    - by acadia
    Hello, I have this function to store the bmp image in a desired location as shown below My question is, how do I save the image in C:\temp folder by default, instead of opening the filedialog box? I want to specify sd.fileName=picname+".bmp" and store it in c:\temp by default. I tried to specify Thanks for your help in advance. I tried to public static bool SaveDIBAs( string picname, IntPtr bminfo, IntPtr pixdat ) { SaveFileDialog sd = new SaveFileDialog(); sd.FileName = picname; sd.Title = "Save bitmap as..."; sd.Filter = "Bitmap file (*.bmp)|*.bmp|TIFF file (*.tif)|*.tif|JPEG file (*.jpg)|*.jpg|PNG file (*.png)|*.png|GIF file (*.gif)|*.gif|All files (*.*)|*.*"; sd.FilterIndex = 1; if( sd.ShowDialog() != DialogResult.OK ) return false; Guid clsid; if( ! GetCodecClsid( sd.FileName, out clsid ) ) { MessageBox.Show( "Unknown picture format for extension " + Path.GetExtension( sd.FileName ), "Image Codec", MessageBoxButtons.OK, MessageBoxIcon.Information ); return false; } IntPtr img = IntPtr.Zero; int st = GdipCreateBitmapFromGdiDib( bminfo, pixdat, ref img ); if( (st != 0) || (img == IntPtr.Zero) ) return false; st = GdipSaveImageToFile( img, sd.FileName, ref clsid, IntPtr.Zero ); GdipDisposeImage( img ); return st == 0; }

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  • C# image drawing colours are incorrect

    - by Jon Tackabury
    I have a source bitmap that is 1x1 and I am trying to take that image and draw it to a new bitmap. The source bitmap is all red, but for some reason the new bitmap ends up with a gradient (see image). Using the code below, shouldn't the new bitmap be completely red? Where is it getting the white/alpha from? private void DrawImage() { Bitmap bmpSOURCE = new Bitmap(1, 1, PixelFormat.Format32bppArgb); using (Graphics g = Graphics.FromImage(bmpSOURCE)) { g.Clear(Color.Red); } Bitmap bmpTest = new Bitmap(300, 100, PixelFormat.Format32bppArgb); using (Graphics g = Graphics.FromImage(bmpTest)) { g.CompositingMode = CompositingMode.SourceCopy; g.CompositingQuality = CompositingQuality.AssumeLinear; g.InterpolationMode = InterpolationMode.HighQualityBicubic; g.PageUnit = GraphicsUnit.Pixel; g.PixelOffsetMode = PixelOffsetMode.None; g.SmoothingMode = SmoothingMode.None; Rectangle rectDest = new Rectangle(0, 0, bmpTest.Width, bmpTest.Height); Rectangle rectSource = new Rectangle(0, 0, 1, 1); g.DrawImage(bmpSOURCE, rectDest, rectSource, GraphicsUnit.Pixel); } pictureBox1.Image = bmpTest; }

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  • HOw to make image stay inside the div box on scrolling

    - by Mirage
    I have the image position fixed inside div and code is gven below #content{ margin-top:100px; width:900px; color:#009; border:1px solid red; overflow:hidden; display:block; } img { float:left; position:fixed; top:140px; padding:50px; } #text{ display:block; border:1px solid green; width:500px; height:1200px; float:right; overflow:scroll; } #footer{ clear:both; width:600px; height:300px; border:2x solid blue; color:#939; } HTML is <div id="content" > <img src="bar.jpg" width="46" height="639" /> <div id="text"> ggggggggggggggggggfgdfgdfgdgdfgdgdfgdf </div> </div> <div id="footer"> Footer text </div> </body> Now when i scroll down then image comes out of the content div box. IS there any way so that even if i scroll the image bar should stay inside the div box. The screen shot shows my problem First Screen is ok without scrolling But when i scroll the text full then it covers my footer as well

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  • Center big image in smaller div

    - by larin555
    I'm trying to align images in the center of a slider div. I'm adjusting FlexSlider css by the way. Here's my CSS code : .flexslider {margin: 0; padding: 0; width: 600px; height:480px; overflow:hidden;margin-left:auto;margin-right:auto;} .flexslider .slides > li {display: none; -webkit-backface-visibility: hidden;} /* Hide the slides before the JS is loaded. Avoids image jumping */ .flexslider .slides img {width:auto;height:100%; display: inline-block; text-align:center;} Everything is working like I want, except that I want wider image to be centered in the div. Right now it is left-aligned. I cannot use background-image by the way. Any ideas? I also tried applying to the .flexslider .slides img : margin-left:-50%...not working margin-left:auto and margin-right:auto...not working left:50% and right:50%...not working either

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  • Flash AS3: position loaded images from loop based on image height

    - by HeroicNate
    I'm trying to dynamically stack images that are being pulled in via an xml file. Below is what I'm doing, and it almost works. The problem is that it only seems to fire off the event complete function on the very last one, instead of going for all of them. Is there a way to make it run the even.complete function for each image? function aboutfileLoaded(event:Event):void { aboutXML = new XML(aboutTextLoader.data); for(var l:int = 0; l < aboutXML.aboutimages.image.length(); l++) { imageLoader = new Loader(); imageSource = aboutXML.aboutimages.image[l]; if (imageSource != "") { this.imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, aboutimageLoaded); this.imageLoader.load(new URLRequest(imageSource)); //aboutBox.aboutContent.addChild(imageLoader); //imageLoader.y = imageYpos; //imageYpos = imageYpos + 50; } } } function aboutimageLoaded(event:Event):void { aboutBox.aboutContent.addChild(imageLoader); this.imageLoader.y = imageYpos; imageYpos = imageYpos + this.imageLoader.height; }

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  • jQuery Syntax Error - Trying to detect viewport size and select background image to use w/CSS

    - by CuppyCakes
    Hi all. Please be gentle, I'm still learning. I imagine that the solution to my problem is simple and that perhaps I have just been in front of the computer too long. I am trying to detect the size of the viewport, and then use a different sized image for a background on an element depending on the size of the viewport. Here is what I have so far: $(document).ready(function(){ var pageWidth = $(window).width(); if ( pageWidth <= 1280 ) { $('#contact').css('background-image', 'url(../images/contact_us_low.jpg)'); } elseif ( pageWidth > 1280 ) { $('#contact').css('background-image', 'url(../images/contact_us_high.jpg)'); } }); Error: missing ; before statement [Break on this error] elseif ( pageWidth 1280 ) {\n (Line 7) To me it seems like all of my semi-colons are in the right place. Two questions: Am I going about solving the problem in a sensible way? To me a simple conditional should solve this background problem, as the code is merely selecting between two images based on what size it detects the viewport to be. Can you please help point out my n00b syntax error? Sometimes it really does help to have an extra pair of eyes look at something like this, even if small. Thank you kindly for your advice, I will continue poking and perusing the docs I have available to me.

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  • how to use php to include an image in a word file?

    - by altvali
    Hi all! Somebody has asked me to make an app in php that will generate a .doc file with an image and a few tables in it. My first approach was: somethingsomething else cevaaltceva'); fclose($fh); ? This uses the data uri technique of embedding an image. This will generate an html file that will be rendered ok in web browsers but the image is missing in Microsoft Office Word, at least in the standard setup. Then, while editing the file with Word, i've replace the image with an image from file and Microsoft Word changed the contents of the file into Open XML and added a folder, new_files where he put the imported image (which was a .png), a .gif version of the image and a xml file: Now this isn't good enough either since i want this to be all kept in a single .doc file. Is there a way to embed an image in an OpenXML-formatted .doc file? Any help will be much appreciated.

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  • Dynamically adjust padding on an image?

    - by Cory
    What I'm basically attempting to do is dynamically change a padding value for a scrubber image based on player position data provided by an app. I have been able to leverage the provided number to dynamically increase the width of a progress overlay image and create a progress bar, but I would like a scrubber diamond at the leading edge of the progress bar. To do this, I have positioned the scrubber diamond at the same starting point as the progress overlay and would like to increase the padding on the diamond at the same rate as the width is increasing for the progress overlay, allowing them to pace each other with the scrubber diamond moving as the song plays. Any help with the script necessary to manipulate padding-left dynamically would be very much appreciated. var progress = Ecoute.playerPosition(); var width = 142.5 / length * progress + 1.63; EcouteSel('Progression').width = width.toString(); EcouteSel('Scrubber').style('padding-left', 'width'); We define progress as the player position, width as a function of the progress and then apply that function to the ID applied to the progress over lay image. But how do I accomplish that for padding-left? style.paddingLeft ...based functions have broken the controller outright. I'm at a loss and any help would be appreciated.

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  • Cocoa button won't display image

    - by A Mann
    Just started exploring Cocoa so pretty much a total noob. I've written a very simple game. Set it up in Interface Builder and got it working fine. It contains a number of buttons and I'm now trying to get the buttons to display images. To start with I'm trying to get an image displayed on just one of the buttons which is called tile0 . The image file (it's nothing but a green square at the moment, but I'm just trying to get that working before I attempt anything more exotic) is sitting in the same directory as the class file which controls the game. I have the following code sitting in my wakeFromNib method: NSString *myImageFileName = [[NSString alloc] init]; myImageFileName = @"greenImage.jpg"; NSImage *myImage = [[NSImage alloc] initByReferencingFile:myImageFileName]; [tile0 setImage: myImage]; Trouble is, the game runs fine, but the image isn't appearing on my button. Is there someone who could kindly tell me if I'm doing something obviously wrong? Many Thanks.

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  • User clicks on Image, video starts playing

    - by cf_PhillipSenn
    I have an image, and I would like to make the image link to an embedded YouTube video, such that if the user clicks on the image, it starts playing in the place where the picture used to be. <div id="myvideo"> <a href="http://www.youtube.com/watch?v=Msef24JErmU&playnext_from=TL&videos=dgzKE_Lyv7o"> <img src="starryeyedsurprise.jpg"></a> </div> Something like what the above code does, except not just hyperlink to it. So I know I have to have javaScript replace what's in #myvideo with: <object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/Msef24JErmU&hl=en_US&fs=1&rel=0&color1=0x2b405b&color2=0x6b8ab6"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Msef24JErmU&hl=en_US&fs=1&rel=0&color1=0x2b405b&color2=0x6b8ab6" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> And then automatically start playing. I guess I don't need it to be a YouTube video per se, I could just host the video on my own site (it's so low volume that I don't have to worry about serving up a video every once in a while).

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