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  • Vim Editor is very smart?

    - by Narek
    I am programming in C++ or Java. So I want to use Vim editor, because it is very flexible. I have heard that I can configure the Vim editor to be able to go from object to the definition from function to the definition from class name to the definition Do we have any professional Vim-er that could tell me how exactly to configure Vim for that? Thanks in advance. P.S. In case readers will consider this question is not connected with programming, I would say that this is improving speed of programming. So it is a help to the programmer. So please don't close this question. EDIT: Also I would like to know how vim works with code completion and can vim hint the list of methods that are available for the certain object? If yes, then I would like to know how to configure these options too?

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  • WYSIWYG text editor in Java

    - by Aaron Digulla
    I'd like to collect all WYSIWYG text editors for Java here. Some rules for entries: There must be a link to the project/product You must state whether it's open source or commercial Is it possible to extend the editor (add new features like a "violet centered sudoku")? Is that simple or complex? Does it come with lots of features (fancy character and paragraph styles with online spell checking for several languages in the same document) or just the basics (bold, italics, no underline)? List important dependencies (does it run on bare Java with Swing? SWT? MacOS?) Your personal opinion This list should help developers determine which editor to choose. I'm not looking for "the best" but more "what's there".

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  • How to open db.sqlite in Aloha Editor?

    - by Mariusz Poplawski
    I'm using Aloha Editor and I'm able to save/edit content without any problem. Editor saves content in SQLite database (db.sqlite). I know where the file is and I see that's getting bigger while I'm adding more text to it. But when I transfer that fille using filezilla to local computer and I open in notepad I see only: ** This file contains an SQLite 2.1 database ** I've tried to use few programs but it always says that database that unable to open. The programs I've tried: Sqliteman-1.2.2 and sqlitebrowser_200_b1_win.

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  • How to get the height of an Image in Silverlight?

    - by Edward Tanguay
    I have this code in Silverlight: Image image = new Image(); BitmapImage bitmapImage= TheDatasourceManager.GetBitmapImage("blackPencil"); image.Source = bitmapImage; image.Stretch = Stretch.None; image.HorizontalAlignment = HorizontalAlignment.Left; image.VerticalAlignment = VerticalAlignment.Top; image.Margin = new Thickness(88, 88, 0, 0); grid.Children.Add(image); Now I want to find out the height of the image. in WPF I can get it with image.Source.Height but this is not available in Silverlight bitmapImage.Height doesn't exist either when I debug and examine the image object, I eventually get to PixelHeight which has an accurate height, but I can't seem to access it I find image.ActualHeight but it is 0. How can I get the height of the image?

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  • HTML 5 drag-drop into wysiwyg editor in Firefox

    - by einarq
    I have a wysiwyg editor using the HTML 5 drag-drop api to allow the user to place widgets within the page they are editing. When the OnDrop event fires, I prevent the default event, and insert some html within the editor that represents the widget they inserted. I use execCommand("inserthtml", false, html) for this in Firefox. This works fine in IE, but in Firefox the html is not placed in the location where it was dropped. It always gets placed in the location where the previous selection was, which leads me to believe that cancelling the OnDrop event to override the default drop also cancels the selection change. Any ideas on how to solve this? Thanks!

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  • jquery image slider with image strip darggin

    - by mehul9595
    Hi, I want to create a image strip slider using jquery. I have used jcarousel plugin for my image gallery and light box plugin to get preview of selected image. Now, my task is when any of the image is selected i can drag to either side. i.e I can select the image and drag to any direction within that image container. If any one can help me on this??? Thanks

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  • using i18n characters in url of image tag does not display the image

    - by user363171
    I am using the image tag as the path /data/image/image.txt does exists. and it displays the image also. but when i introduce some i18n characters in the path lets say it says 404 error image not found, but the path /data/image??/image.txt does exists, please help me to find the solution for this? I used the firebug also to see whether the characters are decoded properly or not, in firebug I am able to see the correct characters they are not changed, still it is not able to pick the image. thanks a lot in advance. Note: I am using tag because it was not allowing me to write the img tab in the post, and i have changed the jif ext to txt. please consider this.

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  • Is creating a separate pool for each individual image created from a png appropriate?

    - by Panzercrisis
    I'm still possibly a little green about object-pooling, and I want to make sure something like this is a sound design pattern before really embarking upon it. Take the following code (which uses the Starling framework in ActionScript 3): [Embed(source = "/../assets/images/game/misc/red_door.png")] private const RED_DOOR:Class; private const RED_DOOR_TEXTURE:Texture = Texture.fromBitmap(new RED_DOOR()); private const m_vRedDoorPool:Vector.<Image> = new Vector.<Image>(50, true); . . . public function produceRedDoor():Image { // get a Red Door image } public function retireRedDoor(pImage:Image):void { // retire a Red Door Image } Except that there are four colors: red, green, blue, and yellow. So now we have a separate pool for each color, a separate produce function for each color, and a separate retire function for each color. Additionally there are several items in the game that follow this 4-color pattern, so for each of them, we have four pools, four produce functions, and four retire functions. There are more colors involved in the images themselves than just their predominant one, so trying to throw all the doors, for instance, in a single pool, and then changing their color properties around isn't going to work. Also the nonexistence of the static keyword is due to its slowness in AS3. Is this the right way to do things?

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  • Is creating a separate pool for each individual png image in the same class appropriate?

    - by Panzercrisis
    I'm still possibly a little green about object-pooling, and I want to make sure something like this is a sound design pattern before really embarking upon it. Take the following code (which uses the Starling framework in ActionScript 3): [Embed(source = "/../assets/images/game/misc/red_door.png")] private const RED_DOOR:Class; private const RED_DOOR_TEXTURE:Texture = Texture.fromBitmap(new RED_DOOR()); private const m_vRedDoorPool:Vector.<Image> = new Vector.<Image>(50, true); . . . public function produceRedDoor():Image { // get a Red Door image } public function retireRedDoor(pImage:Image):void { // retire a Red Door Image } Except that there are four colors: red, green, blue, and yellow. So now we have a separate pool for each color, a separate produce function for each color, and a separate retire function for each color. Additionally there are several items in the game that follow this 4-color pattern, so for each of them, we have four pools, four produce functions, and four retire functions. There are more colors involved in the images themselves than just their predominant one, so trying to throw all the doors, for instance, in a single pool, and then changing their color properties around isn't going to work. Also the nonexistence of the static keyword is due to its slowness in AS3. Is this the right way to do things?

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  • A Simple Solution For NetBeans RCP Apps That Need A Groovy Editor

    - by Geertjan
    Take a look at Nils Hoffmann's metabolomic analyzer, especially at the Groovy editor contained within it: Obviously, it would be cool if the Groovy editor in the app above were to have syntax coloring and other editor features helpful in coding Groovy. However, as I showed in If You Include the Groovy Editor, there are multiple dependencies that the NetBeans Groovy support has on other modules that would be completely superfluous in the above application, while they'd make the app much heavier than it is, simply because of all the Groovy dependencies. But today I thought of a simple solution. Why not take the Groovy.g file (i.e., the ANTLR definition), such as this one [though that's probably not the most up to date one, wondering how to find the most up to date one] and then apply the content of this screencast (made by me) to the Groovy.g file: Within a few minutes, you should end up with Groovy syntax coloring. OK, so that's not a full blown Groovy editor, but syntax coloring is surely a cool thing to have in the app with which this blog entry started? Sure, this means creating a new Groovy editor from scratch. But the point is that doing so can be very simple, i.e., the syntax coloring can simply be generated via the simple instructions above. I'm going to try it myself in the next few days, but would be cool if others out there would try this too!

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  • JavaScript or PHP based WYSIWYG vector based image editor

    - by Jeroen Pluimers
    For a PHP based site of a client, I'm looking for a vector based image editor that allows: end user creation of vectored images consisting of objects supports upload of bitmap images to be used as objects inside the vector image supports adding text objects to add to the vector image, and change properties (font name, font style, font size) of the text objects preferably supports layering or grouping of objects inside the vector image integrates nicely with a PHP based site (so a PHP or JavaScript library is preferred) can store the vector image in SVG, EPS or PDF Both commercial and FOSS solutions are OK. Any idea where to find such a library? --jeroen

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  • wmd editor (jquery version) over ajax forms

    - by Davide Barison
    i'm trying wmd editor over ajax. here there is the bugged code wdm code is based on openlibrary fork on github it work very good without ajax. but when i try to display editor over ajax form it doesn't load. non ajax version produce this html: <div id="wmd-container"> <div id="wmd-button-bar"></div> <div id="wmd-button-bar-0" class="wmd-button-bar"><ul class="wmd-button-row"><li style="background-position: 0px 0px;" title="Strong &lt;strong&gt; Ctrl+B" class="wmd-button wmd-bold-button"></li><li style="background-position: -20px 0px;" title="Emphasis &lt;em&gt; Ctrl+I" class="wmd-button wmd-italic-button"></li><li class="wmd-spacer"></li><li style="background-position: -40px 0px;" title="Hyperlink &lt;a&gt; Ctrl+L" class="wmd-button wmd-link-button"></li><li style="background-position: -60px 0px;" title="Blockquote &lt;blockquote&gt; Ctrl+Q" class="wmd-button wmd-quote-button"></li><li style="background-position: -80px 0px;" title="Code Sample &lt;pre&gt;&lt;code&gt; Ctrl+K" class="wmd-button wmd-code-button"></li><li style="background-position: -100px 0px;" title="Image &lt;img&gt; Ctrl+G" class="wmd-button wmd-image-button"></li><li class="wmd-spacer"></li><li style="background-position: -120px 0px;" title="Numbered List &lt;ol&gt; Ctrl+O" class="wmd-button wmd-olist-button"></li><li style="background-position: -140px 0px;" title="Bulleted List &lt;ul&gt; Ctrl+U" class="wmd-button wmd-ulist-button"></li><li style="background-position: -160px 0px;" title="Heading &lt;h1&gt;/&lt;h2&gt; Ctrl+H" class="wmd-button wmd-heading-button"></li><li style="background-position: -180px 0px;" title="Horizontal Rule &lt;hr&gt; Ctrl+R" class="wmd-button wmd-hr-button"></li><li class="wmd-spacer"></li><li style="background-position: -200px -20px;" title="Undo - Ctrl+Z" class="wmd-button wmd-undo-button"></li><li style="background-position: -220px -20px;" title="Redo - Ctrl+Shift+Z" class="wmd-button wmd-redo-button"></li><li style="background-position: -240px 0px;" class="wmd-button wmd-help-button"><a title="WMD website" target="_blank" href="http://wmd-editor.com/"></a></li></ul></div><div id="wmd-button-bar-2" class="wmd-button-bar"></div><div id="wmd-button-bar-4" class="wmd-button-bar"></div><textarea id="wmd-input" class="resizable" name="post-text" cols="92" rows="15" tabindex="101"></textarea><div id="wmd-preview-4" class="wmd-preview"></div><div id="wmd-preview-2" class="wmd-preview"></div><div id="wmd-preview-0" class="wmd-preview"></div> </div> with ajax form: <div id="wmd-container"> <div id="wmd-button-bar"></div> <div id="wmd-button-bar-1" class="wmd-button-bar"></div><div id="wmd-button-bar-3" class="wmd-button-bar"></div><textarea id="wmd-input" class="resizable" name="post-text" cols="92" rows="15" tabindex="101"></textarea><div id="wmd-preview-3" class="wmd-preview"></div><div id="wmd-preview-1" class="wmd-preview"></div> </div> any help?

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  • Crop and Resize Image to Specific Dimensions

    - by Crunchy
    I need some help cropping and resizing images using CSharp.net. My goal here is to take an image and reduce it to 50px by 50px. The following code I found here will do that, however it's scaling the image as well. Ideally I want to scale the image down to as close to 50px by 50px as possible and then remove the parts of the image that are outside 50px by 50px. public Image ResizeImage(Image img, int width, int height) { Bitmap b = new Bitmap(width, height); using (Graphics g = Graphics.FromImage((Image)b)) { g.DrawImage(img, 0, 0, width, height); } return (Image)b; }

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  • Drag and drop image from and to fixed position on fixed path

    - by DMan
    I am trying to allow the user to drag and drop and image from on position to another. The screen layout is as follows: 1 2 3 4 5 6 7 8 9 I want the user to grab image 2, 4, 6, or 8 and drag it to image 5. Upon dragging to image 5 I want to load up a fragment. The user can only drag the image in a straight line from it's current position to 5's position. ie image 2 and only drag down and only until it is overtop of image 5, image 4 can only drag right until overtop of 5, etc. Any insight on how to do this is greatly appreciated. Thanks, DMan

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  • Resizing an image using mouse dragging (C#)

    - by Gaax
    Hi all. I'm having some trouble resizing an image just by dragging the mouse. I found an average resize method and now am trying to modify it to use the mouse instead of given values. The way I'm doing it makes sense to me but maybe you guys can give me some better ideas. I'm basically using the distance between the current location of the mouse and the previous location of the mouse as the scaling factor. If the distance between the current mouse location and the center of of the image is less than the distance between previous mouse location and the center of the image then the image gets smaller, and vice-versa. With the code below I'm getting an Argument Exception (invalid parameter) when creating the new bitmap with the new height and width and I really don't understand why... any ideas? private static Image resizeImage(Image imgToResize, System.Drawing.Point prevMouseLoc, System.Drawing.Point currentMouseLoc) { int sourceWidth = imgToResize.Width; int sourceHeight = imgToResize.Height; float dCurrCent = 0; //Distance between current mouse location and the center of the image float dPrevCent = 0; //Distance between previous mouse location and the center of the image float dCurrPrev = 0; //Distance between current mouse location and the previous mouse location int sign = 1; System.Drawing.Point imgCenter = new System.Drawing.Point(); float nPercent = 0; imgCenter.X = imgToResize.Width / 2; imgCenter.Y = imgToResize.Height / 2; // Calculating the distance between the current mouse location and the center of the image dCurrCent = (float)Math.Sqrt(Math.Pow(currentMouseLoc.X - imgCenter.X, 2) + Math.Pow(currentMouseLoc.Y - imgCenter.Y, 2)); // Calculating the distance between the previous mouse location and the center of the image dPrevCent = (float)Math.Sqrt(Math.Pow(prevMouseLoc.XimgCenter.X,2) + Math.Pow(prevMouseLoc.Y - imgCenter.Y, 2)); // Calculating the sign value if (dCurrCent >= dPrevCent) { sign = 1; } else { sign = -1; } nPercent = sign * (float)Math.Sqrt(Math.Pow(currentMouseLoc.X - prevMouseLoc.X, 2) + Math.Pow(currentMouseLoc.Y - prevMouseLoc.Y, 2)); int destWidth = (int)(sourceWidth * nPercent); int destHeight = (int)(sourceHeight * nPercent); Bitmap b = new Bitmap(destWidth, destHeight); // exception thrown here Graphics g = Graphics.FromImage((Image)b); g.InterpolationMode = InterpolationMode.HighQualityBicubic; g.DrawImage(imgToResize, 0, 0, destWidth, destHeight); g.Dispose(); return (Image)b; }

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  • How to display image within cell boundary

    - by Jessy
    How can I place an image within the cell boundary? I mean without taking the space of other cell? In the code below, random cells were selected to display images. One image in one cell. The problem is that, the image seems to take other cells as well. ... setPreferredSize(new Dimension(600,600)); final int ROWS = 6; final int COLS = 6; final int IMAGES = 10; setLayout(new GridBagLayout()); GridBagConstraints gc = new GridBagConstraints(); gc.weightx = 1d; gc.weighty = 1d; gc.insets = new Insets(0, 0, 0, 0);//top, left, bottom, and right gc.fill = GridBagConstraints.NONE; JLabel[][] label = new JLabel[ROWS][COLS]; Random rand = new Random(); // fill the panel with labels for (int i=0;i<IMAGES;i++){ ImageIcon icon = createImageIcon("myImage.jpg"); int r, c; do{ //pick random cell which is empty to avoid overlap image in the same cell r = (int)Math.floor(Math.random() * ROWS); c = (int)Math.floor(Math.random() * COLS); } while (label[r][c]!=null); //scale the image int x = rand.nextInt(20)+30; int y = rand.nextInt(20)+30; Image image = icon.getImage().getScaledInstance(x,y, Image.SCALE_SMOOTH); icon.setImage(image); JLabel lbl = new JLabel(icon); gc.gridx = r; gc.gridy = c; add(lbl, gc); //add image to the cell label[r][c] = lbl; }

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  • How to display image within cell boundary

    - by Jessy
    How can I place an image within the cell boundary? I mean without taking the space of other cell? In the code below, random cells were selected to display images. One image in one cell. The problem is that, the image seems to take other cells as well. ... setPreferredSize(new Dimension(600,600)); final int ROWS = 6; final int COLS = 6; final int IMAGES = 10; setLayout(new GridBagLayout()); GridBagConstraints gc = new GridBagConstraints(); gc.weightx = 1d; gc.weighty = 1d; gc.insets = new Insets(0, 0, 0, 0);//top, left, bottom, and right gc.fill = GridBagConstraints.NONE; JLabel[][] label = new JLabel[ROWS][COLS]; Random rand = new Random(); // fill the panel with labels for (int i=0;i<IMAGES;i++){ ImageIcon icon = createImageIcon("myImage.jpg"); int r, c; do{ //pick random cell which is empty to avoid overlap image in the same cell r = (int)Math.floor(Math.random() * ROWS); c = (int)Math.floor(Math.random() * COLS); } while (label[r][c]!=null); //scale the image int x = rand.nextInt(20)+30; int y = rand.nextInt(20)+30; Image image = icon.getImage().getScaledInstance(x,y, Image.SCALE_SMOOTH); icon.setImage(image); JLabel lbl = new JLabel(icon); gc.gridx = r; gc.gridy = c; add(lbl, gc); //add image to the cell label[r][c] = lbl; }

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  • algorithm for image comparison

    - by Rajnikant
    Please consider following use case, I have one bigger image, lets called is master image. Now from some where else, I am getting one small image. I want to check whether this small image is subset of master image or not. important points are, smaller image might have different file format, smaller image might captured from comparatively different view. smaller image may have different light intensity. At this stage of algorithm/computation advancement, which level of accuracy I could expect? Any algorithm/open source implementation that would have such implementation? Thanks, Rajnikant

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  • Rename image file on upload php

    - by blasteralfred
    Hi, I have a form which uploads and re sizes image. The html file file submits data to a php file. The script is as follows; Index.html <form action="resizer.php" method="post" enctype="multipart/form-data"> Image: <input type="file" name="file" /> <input type="submit" name="submit" value="upload" /> </form> Resizer.php <?php require_once('imageresizer.class.php'); $imagename = "myimagename"; //Path To Upload Directory $dirpath = "uploaded/"; //MAX WIDTH AND HEIGHT OF IMAGE $max_height = 100; $max_width = 100; //Create Image Control Object - Parameters(file name, file tmp name, file type, directory path) $resizer = new ImageResizer($_FILES['file']['name'],$_FILES['file']['tmp_name'],$dirpath); //RESIZE IMAGE - Parameteres(max height, max width) $resizer->resizeImage($max_height,$max_width); //Display Image $resizer->showResizedImage(); ?> imageresizer.class.php <?php class ImageResizer{ public $file_name; public $tmp_name; public $dir_path; //Set variables public function __construct($file_name,$tmp_name,$dir_path){ $this->file_name = $file_name; $this->tmp_name = $tmp_name; $this->dir_path = $dir_path; $this->getImageInfo(); $this->moveImage(); } //Move the uploaded image to the new directory and rename public function moveImage(){ if(!is_dir($this->dir_path)){ mkdir($this->dir_path,0777,true); } if(move_uploaded_file($this->tmp_name,$this->dir_path.'_'.$this->file_name)){ $this->setFileName($this->dir_path.'_'.$this->file_name); } } //Define the new filename public function setFileName($file_name){ $this->file_name = $file_name; return $this->file_name; } //Resize the image function with new max height and width public function resizeImage($max_height,$max_width){ $this->max_height = $max_height; $this->max_width = $max_width; if($this->height > $this->width){ $ratio = $this->height / $this->max_height; $new_height = $this->max_height; $new_width = ($this->width / $ratio); } elseif($this->height < $this->width){ $ratio = ($this->width / $this->max_width); $new_width = $this->max_width; $new_height = ($this->height / $ratio); } else{ $new_width = $this->max_width; $new_height = $this->max_height; } $thumb = imagecreatetruecolor($new_width, $new_height); switch($this->file_type){ case 1: $image = imagecreatefromgif($this->file_name); break; case 2: $image = imagecreatefromjpeg($this->file_name); break; case 3: $image = imagecreatefrompng($this->file_name); break; case 4: $image = imagecreatefromwbmp($this->file_name); } imagecopyresampled($thumb, $image, 0, 0, 0, 0, $new_width, $new_height, $this->width, $this->height); switch($this->file_type){ case 1: imagegif($thumb,$this->file_name); break; case 2: imagejpeg($thumb,$this->file_name,100); break; case 3: imagepng($thumb,$this->file_name,0); break; case 4: imagewbmp($thumb,$this->file_name); } imagedestroy($image); imagedestroy($thumb); } public function getImageInfo(){ list($width, $height, $type) = getimagesize($this->tmp_name); $this->width = $width; $this->height = $height; $this->file_type = $type; } public function showResizedImage(){ echo "<img src='".$this->file_name." />"; } public function onSuccess(){ header("location: index.php"); } } ?> Everything is working well. The image will be uploaded in it's original filename and extension with a "_" prefix. But i want to rename the image to "myimagename" on upload, which is a variable in "Resizer.php". How can i make this possible?? Thanks in advance :) blasteralfred

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