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  • Grabbing all <a> tags in a specific div and displaying them

    - by Taylor Swyter
    So I'v got a small problem with my portfolio site (you can see it at here) When you click on a portfolio piece, a top section opens up to reveal the details (Title, year, role, description) as well as the photos. I'v been able to get each project to replace all the text data, but I can't seem to get the images to load into the thumbnails. I have been able to get the last image i'm looking for in all of the images on the site, but not display each photo for each project. Here's the HTML i'm working with: <section id="details"> <div class="pagewrapper"> <section id="main-img"> <article id="big-img"> <img src="" alt="big-img" /> </article> <article class="small-img-container"> <a href="#"><img src="#" alt="smallimg" class="small-img" /></a> </article> </section> <section id="description"> <h3></h3> <h4></h4> <h5></h5> <p></p> </section> </div> <div class="clear"></div> </section> <section id="portfolio"> <div class="pagewrapper"> <h2 class="sectionTitle">Portfolio</h2> <div class="thumb"> <a class="small" href="#" title="David Lockwood Music" data-year="2010" data-role="Sole Wordpress Developer" data-description="David Lockwood is a musician and an educator based in New Hampshire who came to me needing a website for his musical career. I fully developed his site using Wordpress as a CMS, creating a custom template based on the design by Jeremiah Louf. Jeremiah and I worked together on the website's UX design."><img src="images_original/davidcover.png" alt="thumb" /> <div class="hide"> <a href="images/davidlockwood/homepage.png" ></a> <a href="images/davidlockwood/blog.png"></a> <a href="images/davidlockwood/shows.png"></a> <a href="images/davidlockwood/bio.png"></a> <a href="images/davidlockwood/photos.png"></a> </div> <h3>David Lockwood Music</h3> <div class="clear"></div> </a> </div><!--thumb--> and here's the jQuery: $(document).ready(function(){ var proj = {}; $('.thumb a').click(function() { $('#details').slideDown(1000); $('.hide a').each(function() { proj.img = $(this).attr("href"); $('.small-img-container img').attr('src',proj.img); }); alert("the image is " + proj.img);//is it getting the image URLS? proj.title = $(this).attr("title"); proj.year = $(this).attr("data-year"); proj.role = $(this).attr("data-role"); proj.description = $(this).attr("data-description"); $('#description h3').text(proj.title); $('#description h4').text(proj.year); $('#description h5').text(proj.role); $('#description p').text(proj.description); }); }); Anyone have any idea how I grab just the images for the specific project, display them all as thumbnails and then make those thumbnail clickable to see the bigger image? Thanks!

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  • [C#] GrayScale (by ColorMatrix) causes OutOfMemoryException. Why ?

    - by Tony
    I have 2 forms, A and B. On the Form A, I click a button and an Image is being loaded to a PictureBox located ona the Form B. And, I want to set GrayScale to this image by: public void SetGrayScale(PictureBox pb) { ColorMatrix matrix = new ColorMatrix(new float[][] { new float[] {0.299f, 0.299f, 0.299f, 0, 0}, new float[] {0.587f, 0.587f, 0.587f, 0, 0}, new float[] {0.114f, 0.114f, 0.114f, 0, 0}, new float[] { 0, 0, 0, 1, 0}, new float[] { 0, 0, 0, 0, 0} }); Image image = (Bitmap)pb.Image.Clone(); ImageAttributes attributes = new ImageAttributes(); attributes.SetColorMatrix(matrix); Graphics graphics = Graphics.FromImage(image); graphics.DrawImage(image, new Rectangle(0, 0, image.Width, image.Height), 0, 0, image.Width, image.Height, GraphicsUnit.Pixel, attributes); graphics.Dispose(); pb.Image = image; } This code works properly when the PictureBox is on the same form (A). But, when it is on the Form B, the OutOfMemoryException is raised. Why ?

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  • Java Animation Memory Overload [on hold]

    - by user2425429
    I need a way to reduce the memory usage of these programs while keeping the functionality. Every time I add 50 milliseconds or so to the set&display loop in AnimationTest1, it throws an out of memory error. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; //set&display loop while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • Animation Color [on hold]

    - by user2425429
    I'm having problems in my java program for animation. I'm trying to draw a hexagon with a shape similar to that of a trapezoid. Then, I'm making it move to the right for a certain amount of time (DEMO_TIME). Animation and ScreenManager are "API" classes, and AnimationTest1 is a demo. In my test program, it runs with a black screen and white stroke color. I'd like to know why this happened and how to fix it. I'm a beginner, so I apologize for this question being stupid to all you game programmers. Here is the code I have now: import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.util.ArrayList; import java.util.List; import java.util.concurrent.Executor; import java.util.concurrent.Executors; import javax.swing.ImageIcon; public class AnimationTest1 { public static void main(String args[]) { AnimationTest1 test = new AnimationTest1(); test.run(); } private static final DisplayMode POSSIBLE_MODES[] = { new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0), new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) }; private static final long DEMO_TIME = 4000; private ScreenManager screen; private Image bgImage; private Animation anim; public void loadImages() { // create animation List<Polygon> polygons=new ArrayList(); int[] x=new int[]{20,4,4,20,40,56,56,40}; int[] y=new int[]{20,32,40,44,44,40,32,20}; polygons.add(new Polygon(x,y,8)); anim = new Animation(); //# of frames long startTime = System.currentTimeMillis(); long currTimer = startTime; long elapsedTime = 0; boolean animated = false; Graphics2D g = screen.getGraphics(); int width=200; int height=200; while (currTimer - startTime < DEMO_TIME*2) { //draw the polygons if(!animated){ for(int j=0; j<polygons.size();j++){ for(int pos=0; pos<polygons.get(j).npoints; pos++){ polygons.get(j).xpoints[pos]+=1; } } anim.setNewPolyFrame(polygons , width , height , 64); } else{ // update animation anim.update(elapsedTime); draw(g); g.dispose(); screen.update(); try{ Thread.sleep(20); } catch(InterruptedException ie){} } if(currTimer - startTime == DEMO_TIME) animated=true; elapsedTime = System.currentTimeMillis() - currTimer; currTimer += elapsedTime; } } public void run() { screen = new ScreenManager(); try { DisplayMode displayMode = screen.findFirstCompatibleMode(POSSIBLE_MODES); screen.setFullScreen(displayMode); loadImages(); } finally { screen.restoreScreen(); } } public void draw(Graphics g) { // draw background g.drawImage(bgImage, 0, 0, null); // draw image g.drawImage(anim.getImage(), 0, 0, null); } } ScreenManager: import java.awt.Color; import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyListener; import java.awt.event.MouseListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import javax.swing.JFrame; import javax.swing.JPanel; public class ScreenManager extends JPanel { private GraphicsDevice device; /** Creates a new ScreenManager object. */ public ScreenManager() { GraphicsEnvironment environment=GraphicsEnvironment.getLocalGraphicsEnvironment(); device = environment.getDefaultScreenDevice(); setBackground(Color.white); } /** Returns a list of compatible display modes for the default device on the system. */ public DisplayMode[] getCompatibleDisplayModes() { return device.getDisplayModes(); } /** Returns the first compatible mode in a list of modes. Returns null if no modes are compatible. */ public DisplayMode findFirstCompatibleMode( DisplayMode modes[]) { DisplayMode goodModes[] = device.getDisplayModes(); for (int i = 0; i < modes.length; i++) { for (int j = 0; j < goodModes.length; j++) { if (displayModesMatch(modes[i], goodModes[j])) { return modes[i]; } } } return null; } /** Returns the current display mode. */ public DisplayMode getCurrentDisplayMode() { return device.getDisplayMode(); } /** Determines if two display modes "match". Two display modes match if they have the same resolution, bit depth, and refresh rate. The bit depth is ignored if one of the modes has a bit depth of DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN. */ public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2) { if (mode1.getWidth() != mode2.getWidth() || mode1.getHeight() != mode2.getHeight()) { return false; } if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI && mode1.getBitDepth() != mode2.getBitDepth()) { return false; } if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN && mode1.getRefreshRate() != mode2.getRefreshRate()) { return false; } return true; } /** Enters full screen mode and changes the display mode. If the specified display mode is null or not compatible with this device, or if the display mode cannot be changed on this system, the current display mode is used. <p> The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { JFrame frame = new JFrame(); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(true); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } } frame.createBufferStrategy(2); Graphics g=frame.getGraphics(); g.setColor(Color.white); g.drawRect(0, 0, frame.WIDTH, frame.HEIGHT); frame.paintAll(g); g.setColor(Color.black); g.dispose(); } /** Gets the graphics context for the display. The ScreenManager uses double buffering, so applications must call update() to show any graphics drawn. <p> The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D)strategy.getDrawGraphics(); } else { return null; } } /** Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** Returns the window currently used in full screen mode. Returns null if the device is not in full screen mode. */ public Window getFullScreenWindow() { return device.getFullScreenWindow(); } /** Returns the width of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** Returns the height of the window currently used in full screen mode. Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** Restores the screen's display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparency) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparency); } return null; } } Animation: import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Image; import java.awt.Polygon; import java.awt.image.BufferedImage; import java.util.ArrayList; import java.util.List; /** The Animation class manages a series of images (frames) and the amount of time to display each frame. */ public class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** Adds an image to the animation with the specified duration (time to display the image). */ public synchronized void addFrame(BufferedImage image, long duration){ ScreenManager s = new ScreenManager(); totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** Starts the animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** Updates the animation's current image (frame), if necessary. */ public synchronized void update(long elapsedTime) { if (frames.size() >= 1) { animTime += elapsedTime; /*if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; }*/ while (animTime > getFrame(0).endTime) { frames.remove(0); } } } /** Gets the Animation's current image. Returns null if this animation has no images. */ public synchronized Image getImage() { if (frames.size() > 0&&!(currFrameIndex>=frames.size())) { return getFrame(currFrameIndex).image; } else{ System.out.println("There are no frames!"); System.exit(0); } return null; } private AnimFrame getFrame(int i) { return (AnimFrame)frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } public void setNewPolyFrame(List<Polygon> polys,int imagewidth,int imageheight,int time){ BufferedImage image=new BufferedImage(imagewidth, imageheight, 1); Graphics g=image.getGraphics(); for(int i=0;i<polys.size();i++){ g.drawPolygon(polys.get(i)); } addFrame(image,time); g.dispose(); } }

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  • Why does my layout repeats in device but looks fine on emulator when an image is added in a Relative Layout?

    - by Honey H
    let me try to explain clearly with what I want here. I have a RelativeLayout that contains a header image and the content below it. Now, when i have a header image and a list view below it, the page fits the screen in the device properly, the layout does not repeat. But when I place an image below the header image, the layout repeats in the device. Meaning i could see 2 header images in the device. Some page, I could see half of the header image that is not supposed to be there (repeated header image). However, in emulator, all the pages looks fine and fit the screen nicely. I tried changing to LinearLayout, RelativeLayout inside LinearLayout, Relative Layout, it gave me the same outcome. I hope someone could tell me why this happened. Thanks. Attached is my layout. <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="fill_parent" android:orientation="vertical" android:background="@drawable/bg" > <ImageView android:id="@+id/header" android:contentDescription="@string/image" android:src= "@drawable/header" android:layout_width="fill_parent" android:layout_height="wrap_content" android:adjustViewBounds="true" android:scaleType="centerCrop"/> <RelativeLayout android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_centerInParent="true" android:orientation="vertical" > <ImageView android:id="@+id/journal" android:layout_width="150dp" android:layout_height="150dp" android:layout_alignTop="@+id/kick" android:adjustViewBounds="true" android:contentDescription="@string/image" android:padding="10dp" android:src="@drawable/favourite_journal" /> <ImageView android:id="@+id/kick" android:layout_width="150dp" android:layout_height="150dp" android:layout_toRightOf="@+id/journal" android:layout_below="@+id/header" android:adjustViewBounds="true" android:contentDescription="@string/image" android:padding="10dp" android:src="@drawable/favourite_kick" /> <ImageView android:id="@+id/labour" android:layout_width="150dp" android:layout_height="150dp" android:layout_below="@+id/journal" android:layout_alignLeft="@+id/journal" android:adjustViewBounds="true" android:contentDescription="@string/image" android:padding="10dp" android:src="@drawable/favourite_labour" /> <ImageView android:id="@+id/share" android:layout_width="150dp" android:layout_height="150dp" android:layout_below="@+id/kick" android:layout_alignLeft="@+id/kick" android:adjustViewBounds="true" android:contentDescription="@string/image" android:padding="10dp" android:src="@drawable/favourite_share" /> </RelativeLayout> </RelativeLayout>

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  • Running multiple image manipulations in parallel causing OutOfMemory exception

    - by Tom
    I am working on a site where I need to be able to split and image around 4000x6000 into 4 parts (amongst many other tasks) and I need this to be as quick as possible for multiple users. My current code for doing this is var bitmaps = new RenderTargetBitmap[elements.Length]; using (var stream = blobService.Stream(key)) { BitmapImage bi = new BitmapImage(); bi.BeginInit(); bi.StreamSource = stream; bi.EndInit(); for (var i = 0; i < elements.Length; i++) { var element = elements[i]; TransformGroup transformGroup = new TransformGroup(); TranslateTransform translateTransform = new TranslateTransform(); translateTransform.X = -element.Left; translateTransform.Y = -element.Top; transformGroup.Children.Add(translateTransform); DrawingVisual vis = new DrawingVisual(); DrawingContext cont = vis.RenderOpen(); cont.PushTransform(transformGroup); cont.DrawImage(bi, new Rect(new Size(bi.PixelWidth, bi.PixelHeight))); cont.Close(); RenderTargetBitmap rtb = new RenderTargetBitmap(element.Width, element.Height, 96d, 96d, PixelFormats.Default); rtb.Render(vis); bitmaps[i] = rtb; } } for (var i = 0; i < bitmaps.Length; i++) { using (MemoryStream ms = new MemoryStream()) { PngBitmapEncoder encoder = new PngBitmapEncoder(); encoder.Frames.Add(BitmapFrame.Create(bitmaps[i])); encoder.Save(ms); var regionKey = WebPath.Variant(key, elements[i].Id); saveBlobService.Save("image/png", regionKey, ms); } } I am running multiple threads which take jobs off a queue. I am finding that if this part of code is hit by 4 threads at once I get an OutOfMemory exception. I can stop this happening by wrapping all the code above in a lock(obj) but this isn't ideal. I have tried wrapping just the first using block (where the file is read from disk and split) but I still get the out of memory exceptions (this part of the code executes quite quickly). I this normal considering the amount of memory this should be taking up? Are there any optimisations I could make? Can I increase the memory available? UPDATE: My new code as per Moozhe's help public static void GenerateRegions(this IBlobService blobService, string key, Element[] elements) { using (var stream = blobService.Stream(key)) { foreach (var element in elements) { stream.Position = 0; BitmapImage bi = new BitmapImage(); bi.BeginInit(); bi.SourceRect = new Int32Rect(element.Left, element.Top, element.Width, element.Height); bi.StreamSource = stream; bi.EndInit(); DrawingVisual vis = new DrawingVisual(); DrawingContext cont = vis.RenderOpen(); cont.DrawImage(bi, new Rect(new Size(element.Width, element.Height))); cont.Close(); RenderTargetBitmap rtb = new RenderTargetBitmap(element.Width, element.Height, 96d, 96d, PixelFormats.Default); rtb.Render(vis); using (MemoryStream ms = new MemoryStream()) { PngBitmapEncoder encoder = new PngBitmapEncoder(); encoder.Frames.Add(BitmapFrame.Create(rtb)); encoder.Save(ms); var regionKey = WebPath.Variant(key, element.Id); blobService.Save("image/png", regionKey, ms); } } } }

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  • Android Dev Help: Saving an image from Res/raw or Asset folder to the Sd card

    - by Lucy
    Android Development Query Hello, I wonder if anyone could help me, i am trying to save an image (jpg or png) from the res/raw or assets folder to the SD card location (/sdcard/DCIM/). I have been following a tutorial which can save an image from a URL to the SD card Root, but i have looked everywhere to be able to save from res/raw or asset folder instead, and to a differnet location onthe sd card /sdcard/DCIM/ Here is the code, can anyone show me how to do the above from this? Thanks Lucy public class home extends Activity { private File file; private String imgNumber; private Button btnDownload; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); btnDownload=(Button)findViewById(R.id.btnDownload); btnDownload.setOnClickListener(new OnClickListener() { public void onClick(View v) { btnDownload.setText("Download is in Progress."); String savedFilePath=Download("http://www.domain.com/android1.png"); Toast.makeText(getApplicationContext(), "File is Saved in "+savedFilePath, 1000).show(); if(savedFilePath!=null) { btnDownload.setText("Download Completed."); } } }); } public String Download(String Url) { String filepath=null; try { //set the download URL, a url that points to a file on the internet //this is the file to be downloaded URL url = new URL(Url); //create the new connection HttpURLConnection urlConnection = (HttpURLConnection) url.openConnection(); //set up some things on the connection urlConnection.setRequestMethod("GET"); urlConnection.setDoOutput(true); //and connect! urlConnection.connect(); //set the path where we want to save the file //in this case, going to save it on the root directory of the //sd card. File SDCardRoot = Environment.getExternalStorageDirectory(); //create a new file, specifying the path, and the filename //which we want to save the file as. String filename= "download_"+System.currentTimeMillis()+".png"; // you can download to any type of file ex:.jpeg (image) ,.txt(text file),.mp3 (audio file) Log.i("Local filename:",""+filename); file = new File(SDCardRoot,filename); if(file.createNewFile()) { file.createNewFile(); } //this will be used to write the downloaded data into the file we created FileOutputStream fileOutput = new FileOutputStream(file); //this will be used in reading the data from the internet InputStream inputStream = urlConnection.getInputStream(); //this is the total size of the file int totalSize = urlConnection.getContentLength(); //variable to store total downloaded bytes int downloadedSize = 0; //create a buffer... byte[] buffer = new byte[1024]; int bufferLength = 0; //used to store a temporary size of the buffer //now, read through the input buffer and write the contents to the file while ( (bufferLength = inputStream.read(buffer)) > 0 ) { //add the data in the buffer to the file in the file output stream (the file on the sd card fileOutput.write(buffer, 0, bufferLength); //add up the size so we know how much is downloaded downloadedSize += bufferLength; //this is where you would do something to report the prgress, like this maybe Log.i("Progress:","downloadedSize:"+downloadedSize+"totalSize:"+ totalSize) ; btnDownload.setText("download Status:"+downloadedSize+" / "+totalSize); } //close the output stream when done fileOutput.close(); if(downloadedSize==totalSize) filepath=file.getPath(); //catch some possible errors... } catch (MalformedURLException e) { e.printStackTrace(); } catch (IOException e) { filepath=null; btnDownload.setText("Internet Connection Failed.\n"+e.getMessage()); e.printStackTrace(); } Log.i("filepath:"," "+filepath) ; return filepath; } }

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  • background image disappears when position relative used in firefox

    - by toomanyairmiles
    So I'm trying to add a badge to the top right corner of a site I'm doing some work on. z-index works to float the object above the page content but each time i try to use position relative the background image disappears only position absolute shows the image. I don't really want to use absolute as the image needs to be positioned on the right hand side of the sites menu bar not the right hand side of the viewport. Any thoughts or advice appreciated <div class="badge-box"> <a href="http://www.google.com" class="badge">Book Now!</a> </div> <div id="header"> <a href="index.php"><img src="images/pixel.gif" width="378" height="31" alt="Welcome to Gwynfryn Farm Cottages" /></a> </div> <div id="main-menu"> <div> <a href="/">Home</a> <a href="/cottages.php">Our Cottages</a> <a href="/gwynfryn.php">Bed &amp; Breakfast</a> <a href="/rates.php">Price Guide</a> <a href="/llanbedr.php">Location &amp; Local Attractions</a> <a href="/news.php">News &amp; Special Offers</a> <a href="/contact.php">Contact Us</a> </div> </div> .badge-box { width: 1030px; margin-left: auto; margin-right: auto; border: 0px solid red; } .badge { background: url(../images/badge.png) 0px 0px no-repeat; width: 148px; height: 148px; text-indent: -10000px; position: relative; z-index: 999; } #header { width: 960px; height: 40px; margin-left:auto; margin-right:auto; margin-top:20px; padding: 20px 0px 0px 20px; background: #58564f url(../images/header-top-background.png); } #main-menu { width: 980px; margin-left: auto; margin-right: auto; height: 35px; /*background: red;*/ background: #58564f url(../images/header-bottom-background.png); font-family: Georgia, "Times New Roman", Times, serif; } #main-menu div { width: 776px; height: 35px; margin-left: auto; margin-right: auto; background: blue; } #main-menu div a { display: block; float: left; padding: 5px 10px 0px 10px; height: 30px; color: #FFFFFF; font-size: 1.2em; text-align: center; background: green; } #main-menu div a:hover { background-color: #333333; }

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  • One url to image, few results

    - by Misiur
    Hi! I'm trying to show programmers that some captchas are too weak, and i'm breaking them. Now i've got something like this: Function: <?php function cbreak($image) { $info = getimagesize($image); $width = $info[0]; $height = $info[1]; $img = imagecreatefromgif($image); $map = array(); for($y=0; $y<$height; $y++) { for($x=0; $x<$width; $x++) { $color = imagecolorsforindex($img, imagecolorat($img, $x, $y)); $map[$x][$y] = ($color['red'] + $color['blue'] + $color['green'] > 750) ? TRUE : FALSE; } } echo '<pre>'; for($y=0; $y<$height; $y++) { for($x=0; $x<$width; $x++) { echo ($map[$x][$y] == TRUE) ? 'X' : '-'; } echo '<br>'; } echo '</pre>'; $sum = ''; for($x=0; $x<$width; $x++) { $count = 0; for($y=0; $y<$height; $y++) { if($map[$x][$y] == TRUE) $count++; } $sum .= ($count == 0) ? 'X' : $count; } $sum = preg_replace('#X+#', 'X', $sum); $sum = trim($sum, 'X'); $letters = explode('X', $sum); $patterns = array( /* Still not here */ ); $token = ''; for($i=0; $i<count($letters); $i++) { $token .= $patterns[$letters[$i]]; } echo $token; } ?> Action: <?php $cl = curl_init("http://www.takeagift.pl/rejestracja"); curl_setopt($cl, CURLOPT_RETURNTRANSFER, 1); $r = curl_exec($cl); $pattern = "/src=[\"'].*[\"']?/i"; preg_match_all($pattern, $r, $images); $c = array(); for($i=0; $i<sizeof($images[0]); $i++) { if(strstr($images[0][$i], 'captcha') !== false) { $c = $images[0][$i]; } } $s1 = substr($c, 0, -8); echo $s1."<br />"; $s = substr($s1, 5, -1); echo $s."<br />"; curl_close($cl); ?> <img src="http://www.takeagift.pl/includes/modules/captcha.php?1270900968" /><br /> <img src="http://www.takeagift.pl/includes/modules/captcha.php?1270900968" /><br /> <img src="http://www.takeagift.pl/includes/modules/captcha.php?1270900968" /><br /> <img src="http://www.takeagift.pl/includes/modules/captcha.php?1270900968" /><br /> <img src="http://www.takeagift.pl/includes/modules/captcha.php?1270900968" /><br /> <?php include('cb.php'); cbreak("http://www.takeagift.pl/includes/modules/captcha.php?1270900968"); ?> Don't look at preg_match i still haven't learned regexp. So as You can see links are same: (captcha.php?1270900968), but the result - not. Help me, please (i'm not doing it to spam this portal)

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  • Paperclip: "missing" image when uses has_one

    - by EricR
    I'm working on a website that allows people who run bed and breakfast businesses to post their accommodations. I would like to require that they include a "profile image" of the accommodation when they post it, but I also want to give them the option to add more images later (this will be developed after). I thought the best thing to do would be to use the Paperclip gem and have a Accommodation and a Photo in my application, the later belonging to the first as an association. A new Photo record is created when they create an Accommodation. It has both id and accommodation_id attributes. However, the image is never uploaded and none of the Paperclip attributes get set (image_file_name: nil, image_content_type: nil, image_file_size: nil), so I get Paperclip's "missing" photo. Any ideas on this one? It's been keeping me stuck for a few days now. Accommodation models/accommodation.rb class Accommodation < ActiveRecord::Base validates_presence_of :title, :description, :photo, :thing, :location attr_accessible :title, :description, :thing, :borough, :location, :spaces, :price has_one :photo end controllers/accommodation_controller.erb class AccommodationsController < ApplicationController before_filter :login_required, :only => {:new, :edit} uses_tiny_mce ( :options => { :theme => 'advanced', :theme_advanced_toolbar_location => 'top', :theme_advanced_toolbar_align => 'left', :theme_advanced_buttons1 => 'bold,italic,underline,bullist,numlist,separator,undo,redo', :theme_advanced_buttons2 => '', :theme_advanced_buttons3 => '' }) def index @accommodations = Accommodation.all end def show @accommodation = Accommodation.find(params[:id]) end def new @accommodation = Accommodation.new end def create @accommodation = Accommodation.new(params[:accommodation]) @accommodation.photo = Photo.new(params[:photo]) @accommodation.user_id = current_user.id if @accommodation.save flash[:notice] = "Successfully created your accommodation." render :action => 'show' else render :action => 'new' end end def edit @accommodation = Accommodation.find(params[:id]) end def update @accommodation = Accommodation.find(params[:id]) if @accommodation.update_attributes(params[:accommodation]) flash[:notice] = "Successfully updated accommodation." render :action => 'show' else render :action => 'edit' end end def destroy @accommodation = Accommodation.find(params[:id]) @accommodation.destroy flash[:notice] = "Successfully destroyed accommodation." redirect_to :inkeep end private def check_owner end end views/accommodations/_form.html.erb <%= form_for @accommodation, :html => {:multipart => true} do |f| %> <%= f.error_messages %> <p> Title<br /> <%= f.text_field :title, :size => 60 %> </p> <p> Description<br /> <%= f.text_area :description, :rows => 17, :cols => 75, :class => "mceEditor" %> </p> <p> Photo<br /> <%= f.file_field :photo %> </p> [... snip ...] <p><%= f.submit %></p> <% end %> Photo The controller and views are still the same as when Rails generated them. models/photo.erb class Photo < ActiveRecord::Base attr_accessible :image_file_name, :image_content_type, :image_file_size belongs_to :accommodation has_attached_file :image, :styles => { :thumb=> "100x100#", :small => "150x150>" } end

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  • .NET GDI+ image size - file codec limitations

    - by roygbiv
    Is there a limit on the size of image that can be encoded using the image file codecs available from .NET? I'm trying to encode images 4GB in size, but it simply does not work (or does not work properly i.e. writes out an unreadable file) with .bmp, .jpg, .png or the .tif encoders. When I lower the image size to < 2GB it does work with the .jpg but not the .bmp, .tif or .png. My next attempt would be to try libtiff because I know tiff files are meant for large images. What is a good file format for large images? or am I just hitting the file format limitations? Random r = new Random((int)DateTime.Now.Ticks); int width = 64000; int height = 64000; int stride = (width % 4) > 0 ? width + (width % 4) : width; UIntPtr dataSize = new UIntPtr((ulong)stride * (ulong)height); IntPtr p = Program.VirtualAlloc(IntPtr.Zero, dataSize, Program.AllocationType.COMMIT | Program.AllocationType.RESERVE, Program.MemoryProtection.READWRITE); Bitmap bmp = new Bitmap(width, height, stride, PixelFormat.Format8bppIndexed, p); BitmapData bd = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadWrite, bmp.PixelFormat); ColorPalette cp = bmp.Palette; for (int i = 0; i < cp.Entries.Length; i++) { cp.Entries[i] = Color.FromArgb(i, i, i); } bmp.Palette = cp; unsafe { for (int y = 0; y < bd.Height; y++) { byte* row = (byte*)bd.Scan0.ToPointer() + (y * bd.Stride); for (int x = 0; x < bd.Width; x++) { *(row + x) = (byte)r.Next(256); } } } bmp.UnlockBits(bd); bmp.Save(@"c:\test.jpg", ImageFormat.Jpeg); bmp.Dispose(); Program.VirtualFree(p, UIntPtr.Zero, 0x8000); I have also tried using a pinned GC memory region, but this is limited to < 2GB. Random r = new Random((int)DateTime.Now.Ticks); int bytesPerPixel = 4; int width = 4000; int height = 4000; int padding = 4 - ((width * bytesPerPixel) % 4); padding = (padding == 4 ? 0 : padding); int stride = (width * bytesPerPixel) + padding; UInt32[] pixels = new UInt32[width * height]; GCHandle gchPixels = GCHandle.Alloc(pixels, GCHandleType.Pinned); using (Bitmap bmp = new Bitmap(width, height, stride, PixelFormat.Format32bppPArgb, gchPixels.AddrOfPinnedObject())) { for (int y = 0; y < height; y++) { int row = (y * width); for (int x = 0; x < width; x++) { pixels[row + x] = (uint)r.Next(); } } bmp.Save(@"c:\test.jpg", ImageFormat.Jpeg); } gchPixels.Free();

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  • Image change on mouseover with jQuery..

    - by playahabana
    Hi, I am a comlete beginner to pretty much all things web design and am trying to construct my first website. I am attempting to hand code it without the ue of a CMS in order to learn as much as possible as quickly as possible. I am trying to make an imge change on mouseover for my top nav menu, and have the following jQuery functions: $(document).ready(function(){ $(".navlist img").each(function) { rollsrc = $(this).attr("src"); rollON = rollsrc.replace(/.jpg$/ig,"_link.png"); $("<img>").attr("src",rollON); $(".navlist a").mouseover(function(){ }); imgsrc= $(this).children("img").attr("src"); matches = imgsrc.match(/_link.png); if (!matches) { imgsrcON = imgsrc.replace(/.jpg$/ig,"_link.png"); $(this).children("img").attr("src", imagesrcON); } $(".navlist a").mouseout(function(){ $(this).children("img").attr("src", imgsrc); }); }); my html is as follows: <div id="nav"> <ul class="navmenu"> <li><a href="index.html"><img class="swap" src="images/links/home.jpg" alt="Home" border="none"></a></li> <li><a href="#"><img class="swap" src="images/links/ourbar.jpg" alt="Our Bar" border="none"></a> <ul class="navdrop"> <li ><a href="#"><img class="swap" src="images/links/cockteles.jpg" alt="Our Cocktails" border="none"></a></li> <li ><a href="#"><img class="swap" src="images/links/celebrate.jpg" alt="Celebrate in Style" border="none"></a></li> </ul> </li> <li><a href="#"><img class="swap" src="images/links/ourcigars.jpg" alt="Our Cigars" border="none"></a> <ul class="navdrop"> <li><a href="#"><img class="swap" src="images/links/edicionlimitadas.jpg" alt="Edition Limitadas" border="none"></a></li> <li><a href="our_cigars.html"><img class="swap" src="images/links/cigartasting.jpg" alt="Cigar Tastings" border="none"></a></li> </ul> </li> <li><a href="#"><img class="swap" src="images/links/personalcigar.jpg" alt="Personal Cigar Roller" border="none"></a></li> <li><a href="our_cigars.html"><img class="swap" src="images/links/photogallery.jpg" alt="Photo Gallery" border="none"></a></li> <li><a href="#"><img class="swap" src="images/links/contactus.jpg" alt="Contact Us" border="none"></a></li> </ul></div></div><!--end banner--> the image src for the alt image is in the form eg."images/links/home_link.png" and is the same for every image. I have checked this and checked this, could some body please give me a pointer as to where I am going wrong? Or a pointer to a tutorial for this effect? I have looked at a few and this seems to be the best for what I am attempting, but as I said I don't really know what I'm doing so any advice gratefully received.....

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  • Resource not found?

    - by SystemNetworks
    When I write in my terminal, java -jar myJar.jar, it gives me an error "Resource Not found res/playNow.png" When I run it in eclipse, it does not give me any errors about this image. My folder in my eclipse is outside my package called res and inside it are images. This is the full error Exception in thread "main" java.lang.RuntimeException: Resource not found: res/playNow.png at org.newdawn.slick.util.ResourceLoader.getResourceAsStream(ResourceLoader.java:69) at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:169) at org.newdawn.slick.Image.<init>(Image.java:196) at org.newdawn.slick.Image.<init>(Image.java:170) at org.newdawn.slick.Image.<init>(Image.java:158) at org.newdawn.slick.Image.<init>(Image.java:136) at javagame.Menu.init(Menu.java:31) at javagame.Game.initStatesList(Game.java:21) at org.newdawn.slick.state.StateBasedGame.init(StateBasedGame.java:164) at org.newdawn.slick.AppGameContainer.setup(AppGameContainer.java:390) at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:314) at javagame.Game.main(Game.java:32) I'm using a terminal in my mac. How do I fix the error Resource Not Found? I'm using slick2d!

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  • Border image on UIView

    - by drunknbass
    I want to have a UIView subclass that has a border image, but i dont want or care about this 'new' frame/bounds around the border image itself. What i wanted to do was just use drawRect and draw outside of the rect but all drawing is clipped and i dont see a way to not clip drawing outside of this context rect. So now i have added a sublayer to the views layer, set [self clipsToBounds] on the view and override setFrame to control my sublayers frame and always keep it at the proper size (spilling over the views frame by 40px) the problem with this is that setFrame on a uiview by default has no animation but seTFrame on a calayer does. i cant just disable the animations on the calayers setFrame because if i were to call setFrame on the uiview inside a uiview animation block the calayer would still have its animation disabled. the obvious solution is to look up the current animationDuration on the uiview animation and set a matching animation on the sublayer, but i dont know if this value is available. And even if it is, im afraid that calling an animation from within another animation is wrong. Unfortunately the best solution is to not use a calayer at all and just add a uiview as a subview and draw into that just like i am drawing into my layer, and hope that with autoresizingMask set to height and width that everything will 'just work'. Just seems like unnecessary overhead for such a simple task.

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  • Display image from database with p:graphicImage

    - by minhltnt
    I'm trying to display image type byte which saved in database to return StreamedContent to the p:graphicImage, as follows: private StreamedContent content; // getter and setter public StreamedContent getImageF() { if (student.getImage() != null) { InputStream is = new ByteArrayInputStream(student.getImage()); System.out.println("Byte :"+student.getImage()); content = new DefaultStreamedContent(is, "", student.getStuID()); System.out.println("ddd ------------------------------- " + content); return content; } return content; } This return blank image. Can Someone explain why? <p:graphicImage value="#{item.imageF}" width="50" id="grpImage" height="80"/> When i try to print the ouput : INFO: Byte :[B@a2fb48 INFO: ddd ------------------------------- org.primefaces.model.DefaultStreamedContent@b0887b INFO: Byte :[B@a2fb48 INFO: ddd ------------------------------- org.primefaces.model.DefaultStreamedContent@1d06a92 INFO: Byte :[B@d52f0b INFO: ddd ------------------------------- org.primefaces.model.DefaultStreamedContent@39a60 INFO: Byte :[B@d52f0b INFO: ddd ------------------------------- org.primefaces.model.DefaultStreamedContent@8c3daa INFO: Byte :[B@124728a INFO: ddd ------------------------------- org.primefaces.model.DefaultStreamedContent@1dbe05b INFO: Byte :[B@124728a INFO: ddd ------------------------------- org.primefaces.model.DefaultStreamedContent@66a266 INFO: Byte :[B@a2fb48 INFO: ddd ------------------------------- org.primefaces.model.DefaultStreamedContent@1293976 INFO: Byte :[B@a2fb48 INFO: ddd ------------------------------- org.primefaces.model.DefaultStreamedContent@17b7399 INFO: Byte :[B@d52f0b INFO: ddd ------------------------------- org.primefaces.model.DefaultStreamedContent@1e245a5 INFO: Byte :[B@d52f0b INFO: ddd ------------------------------- org.primefaces.model.DefaultStreamedContent@4a7153 INFO: Byte :[B@124728a INFO: ddd ------------------------------- org.primefaces.model.DefaultStreamedContent@1561bfd INFO: Byte :[B@124728a INFO: ddd ------------------------------- org.primefaces.model.DefaultStreamedContent@47a8c2<br/> I don't know the reason why p:grpalicImage return blank.Help me,please

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  • Is there any algorithm for finding LINES by PIXEL COLORS on picture?

    - by Ole Jak
    So I have Image like this I want to get something like this (I hevent drawn all lines I want but I hope you can get my idea) I need algorithm for finding all straight lines on it by just reading colors of pixels. No hard math, no Haar, no Hough. Some algorithm which would be based on points colors. I want to give to algorithm parameters like min line length and max line distortion. I want to get relative to picture pixel coords start and end points of lines. So I need algorithm for finding straight lines of different colors on picture. Algorithm which would be based on idea of image of different colors and Lines of static colors. Yes - such algorithm will not work for images with lots of shadows and lights. But It willl probably be fast (I hope so). Is there any such algorithm?

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  • WPF Button Storyboard with an image for MouseOver

    - by Vinjamuri
    I have the following xaml for changing the image for WPF button when mouse is on the button. It give below error. Any help is appreciated... 'System.Windows.Media.Animation.DoubleAnimation' animation object cannot be used to animate property 'Source' because it is of incompatible type 'System.Windows.Media.ImageSource'. <Style TargetType="{x:Type local:ButtonControl}"> <Setter Property="Template"> <Setter.Value> <ControlTemplate TargetType="{x:Type local:ButtonControl}"> <Grid> <VisualStateManager.VisualStateGroups> <VisualStateGroup x:Name="CommonStates"> <VisualState x:Name="MouseOver"> <Storyboard> <DoubleAnimation Storyboard.TargetName="img" Storyboard.TargetProperty="Source" To="{Binding RelativeSource={RelativeSource TemplatedParent}, Path=MouseOverImage}" /> </Storyboard> </VisualStateGroup> </VisualStateManager.VisualStateGroups> <Border> <Image x:Name="img" Source="pack://application:,,,/Recipe_06_13;component/Resources/normal.bmp" /> </Border> </Grid> </ControlTemplate> </Setter.Value> </Setter> </Style>

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  • Laplacian of Gaussian: how does it work? (opencv)

    - by maximus
    Does anybody know how does it work and how to do it using opencv? Laplacian can be calculated using opencv, but the result is not what I expected. I mean I expect the image to be approximately constant contrast at background regions, but it is black, and edges are white. There are a lot of noise also, even after gauss filter. I filter image using gaussian filter and then apply laplace. I think what I want is done by a different way.

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  • CGImageCreateWithMask with an image as a mask

    - by Peyman
    Hi I am trying to use an image (painted as Core Graphics) to create a mask. What I am doing is this 1. creating a Core Graphics path CGContextSaveGState(context); CGContextBeginPath(context); CGContextMoveToPoint(context,circleCenter.x,circleCenter.y); //CGContextSetAllowsAntialiasing(myBitmapContext, YES); CGContextAddArc(context,circleCenter.x, circleCenter.y,circleRadius,startingAngle, endingAngle, 0); // 0 is counterclockwise CGContextClosePath(context); CGContextSetRGBStrokeColor(context,1.0,0.0,0.0,1.0); CGContextSetRGBFillColor(context,1.0,0.0,0.0,0.2); CGContextDrawPath(context, kCGPathFillStroke); 2. then I'm saving the context that has the path just painted CGImageRef pacmanImage = CGBitmapContextCreateImage (context); 3. restoring the context CGContextRestoreGState(context); CGContextSaveGState(context); 4. creating a 1 bit mask (which will provide the black-white mask) bitsPerComponent = 1; bitsPerPixel = bitsPerComponent * 1 ; bytesPerRow = (CGImageGetWidth(imgToMaskRef) * bitsPerPixel); mask = CGImageCreate(CGImageGetWidth(imgToMaskRef), CGImageGetHeight(imgToMaskRef), bitsPerComponent, bitsPerPixel, bytesPerRow, greyColorSpace, kCGImageAlphaNone, CGImageGetDataProvider(pacmanImage), NULL, //decode YES, //shouldInterpolate kCGRenderingIntentDefault); 5. masking the imgToMaskRef (which is a CGImageRef imgToMaskRef =imgToMask.CGImage;) with the mask just created imageMaskedWithImage = CGImageCreateWithMask(imgToMaskRef, mask); CGContextDrawImage(context,imgRectBox, imageMaskedWithImage); CGImageRef maskedImageFinal = CGBitmapContextCreateImage (context); returning the maskedImageFinal to the caller of this method (as wheelChoiceMadeState, which is a CGImageRef) who then updates the CALayer contents property with the image theLayer.contents = (id) wheelChoiceMadeState; the problem I am seeing is that the mask does not work properly and looks very strange indeed. I get strange patterns across the path painted by the Core Graphics. My hunch is there is something with CGImageGetDataProvider() but I am not sure. Any help would be appreciated thank you

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  • Best way to cache resized images using PHP and MySQL

    - by Chris Hawes
    What would be the best practice way to handle the caching of images using PHP. The filename is currently stored in a MySQL database which is renamed to a GUID on upload, along with the original filename and alt tag. When the image is put into the HTML pages it is done so using a url such as '/images/get/200x200/{guid}.jpg which is rewritten to a php script. This allows my designers to specify (roughly - the source image maybe smaller) the file size. The php script then creates a hash of the size (200x200 in the url) and the GUID filename and if the file has been generated before (file with the name of the hash exists in TMP directory) sends the file from the application TMP directory. If the hashed filename does not exist, then it is created, written to disk and served up in the same manner, Is this efficient as it could be? (It also supports watermarking the images and the watermarking settings are stored in the hash as well, but thats out of scope for this.)

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  • Disk2VHD image used in Win 7 as a bootable VPC

    - by John
    I have used Disk2VHD to create a VHD of my old XP Laptop's boot drive. I would like to use it as an XP virtual machine on my new Win7 machine. I have tried doingit on a second XP machine and the VPC boots properly using that VHD but under Win7 I can't get it to act as the boot disk for the VPC. Any ideas? TIA J

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  • rfacebook and facebook image uploading api

    - by msarvar
    I'm using rfacebook gem to interact with facebook connect. And I'm having a problem with uploading images. As facebook api says, the data should be transferred in a hash like json object. So I'm making an hash publish_values = { :uid => @post.profile.channel_uid, :message => @post.content, :auto_publish => true, } unless @post.message.skip_link_info publish_values[:attachment] = {} publish_values[:attachment][:name] = @post.message.link_title unless @post.message.link_title.blank? publish_values[:attachment][:caption] = @post.message.link_title unless @post.message.link_title.blank? publish_values[:attachment][:description] = @post.message.link_description unless @post.message.link_description.blank? unless @post.message.no_thumbnail || @post.message.link_image_url.blank? publish_values[:attachment][:media] = [{ :type => 'image', :src => @post.message.link_image_url, :href => @post.short_uri }] end end But It's not uploading any image to the facebook, the xml respons says "properties must be a dictionary". So I'm stuck in here for a couple days It doesn't make any sene

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  • saving WPF InkCanvas to a JPG - image is getting cropped

    - by Jason
    I have a WPF InkCanvas control I'm using to capture a signature in my application. The control looks like this - it's 700x300 However, when I save it as a JPG, the resulting image looks like this, also 700x300 The code I'm using to save sigPath = System.IO.Path.GetTempFileName(); MemoryStream ms = new MemoryStream(); FileStream fs = new FileStream(sigPath, FileMode.Create); RenderTargetBitmap rtb = new RenderTargetBitmap((int)inkSig.Width, (int)inkSig.Height, 96d, 96d, PixelFormats.Default); rtb.Render(inkSig); JpegBitmapEncoder encoder = new JpegBitmapEncoder(); encoder.Frames.Add(BitmapFrame.Create(rtb)); encoder.Save(fs); fs.Close(); This is the XAML I'm using: <Window x:Class="Consent.Client.SigPanel" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Background="Transparent" Topmost="True" AllowsTransparency="True" Title="SigPanel" Left="0" Top="0" Height="1024" Width="768" WindowStyle ="None" ShowInTaskbar="False" ResizeMode="NoResize" WindowStartupLocation="CenterScreen" > <Border BorderThickness="1" BorderBrush="Black" Background='#FFFFFFFF' x:Name='DocumentRoot' Width='750' Height='400' CornerRadius='10'> <StackPanel HorizontalAlignment="Center" VerticalAlignment="Center"> <TextBlock Name="txtLabel" FontSize="24" HorizontalAlignment="Center" >Label</TextBlock> <InkCanvas Opacity="1" Background="Beige" Name="inkSig" Width="700" Height="300" /> <StackPanel HorizontalAlignment="Center" Orientation="Horizontal"> <Button FontSize="24" Margin="10" Width="150" Name="btnSave" Click="btnSave_Click">Save</Button> <Button FontSize="24" Margin="10" Width="150" Name="btnCancel" Click="btnCancel_Click">Cancel</Button> <Button FontSize="24" Margin="10" Width="150" Name="btnClear" Click="btnClear_Click">Clear</Button> </StackPanel> </StackPanel> </Border> In the past this worked perfectly. I can't figure out what changed that is causing the image to shift when it is saved.

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  • Differences between AForge and OpenCV

    - by vrish88
    Hello, I am just learning about computer vision and C#. It seems like two prominent image processing libraries are OpenCV and AForge. What are some of the differences of the two? I am making a basic image editor in C# and while researching I have come across articles on both. But I don't really know why I would choose one over the other. I would like to eventually improve the app to include more advanced functions. Thanks.

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  • Change the contrast of Image like Adobe Photoshop in ASP.net C#

    - by Hoque
    While I was trying to change the brightness and contrast of Image using C#, but I could not get success in changing the contrast of the Image. May I expect any support from here. I am using ColorMatrix to do that. Here are the code that I am using for brightness(works fine) and contrast(does not work properly). public static ColorMatrix CreateBrightnessMatrix(float Brightness) { if (Brightness < -1 || Brightness > 1) throw new ArgumentOutOfRangeException("Brightness value is out of range"); ColorMatrix cm = new ColorMatrix(new float[][]{ new float[] { 1f, 0, 0, 0, 0}, new float[] { 0, 1f, 0, 0, 0}, new float[] { 0, 0, 1f, 0, 0}, new float[] { 0, 0, 0, 1f, 0}, new float[] {Brightness, Brightness, Brightness, 1f, 1f}}); return cm; } public static ColorMatrix CreateContrastMatrix(float Contrast) { if (Contrast < 0 || Contrast > 3) throw new ArgumentOutOfRangeException("Contrast value is out of range"); float Trans = (1f - Contrast) / 2f; ColorMatrix cm = new ColorMatrix(new float[][]{ new float[] {Contrast, 0f, 0f, 0f, 0f}, new float[] { 0f, Contrast, 0f, 0f, 0f}, new float[] { 0f, 0f, Contrast, 0f, 0f}, new float[] { 0f, 0f, 0f, 1f, 0f}, new float[] { Trans, Trans, Trans, 0f, 1f}}); return cm; } Thanks.

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