Search Results

Search found 20454 results on 819 pages for 'image replacement'.

Page 189/819 | < Previous Page | 185 186 187 188 189 190 191 192 193 194 195 196  | Next Page >

  • Access denied to path , when uploading image to folder in server

    - by apekshabs
    Am getting error when you are going to upload the file on specified folder in the server. Here I am going to upload P6100083.jpg in storeimg folder. When I am going to upload I am getting the following error: Access to the path 'C:\inetpub\vhosts\bookmygroups.com\httpdocs\storeimg\P6100083.jpg' is denied. Can anyone help me... How to use permisiion and were to use... My code is while uploading image if (FileUpload1.HasFile) { float fileSize = FileUpload1.PostedFile.ContentLength; float floatConverttoKB = fileSize / 1024; float floatConverttoMB = floatConverttoKB / 1024; string DirName = "storeimg"; string savepath = Server.MapPath(DirName + "/"); DirectoryInfo dir = new DirectoryInfo(savepath); // string savepath = "C:\\Documents and Settings\\ssis3\\My Documents\\Visual Studio 2005\\WebSites\\finalbookgroups\\" + DirName + "\\"; if (fileSize < 4194304) { string filename = Server.HtmlEncode(FileUpload1.FileName); string extension = System.IO.Path.GetExtension(filename).ToUpper(); if (extension.Equals(".jpg") || extension.Equals(".JPG") || extension.Equals(".JPEG") || extension.Equals(".GIF")) { savepath += filename; FileUpload1.SaveAs(savepath); } } Thanks in advance

    Read the article

  • Practical non-image based CAPTCHA approaches?

    - by Jeff Atwood
    It looks like we'll be adding CAPTCHA support to Stack Overflow. This is necessary to prevent bots, spammers, and other malicious scripted activity. We only want human beings to post or edit things here! We'll be using a JavaScript (jQuery) CAPTCHA as a first line of defense: http://docs.jquery.com/Tutorials:Safer_Contact_Forms_Without_CAPTCHAs The advantage of this approach is that, for most people, the CAPTCHA won't ever be visible! However, for people with JavaScript disabled, we still need a fallback and this is where it gets tricky. I have written a traditional CAPTCHA control for ASP.NET which we can re-use. However, I'd prefer to go with something textual to avoid the overhead of creating all these images on the server with each request. I've seen things like.. ASCII text captcha: \/\/(_)\/\/ math puzzles: what is 7 minus 3 times 2? trivia questions: what tastes better, a toad or a popsicle? Maybe I'm just tilting at windmills here, but I'd like to have a less resource intensive, non-image based <noscript> compatible CAPTCHA if possible. Ideas?

    Read the article

  • android - how to cache an image from a remote site

    - by Lynnooi
    Hi, Can anyone please provide me some example on how to save an image i fetch from websites into a cache. I had try to include the following function into my code and call it once i run the activity. public void getRemoteImage(String imageUrl) { imageUrl = "http://marga.mobile9.com/download/thumb/295/sexylady7_xo6npovn.jpg"; URL aURL = null; URLConnection conn = null; Bitmap bmp = null; CacheResult cache_result = CacheManager.getCacheFile(imageUrl, new HashMap()); if (cache_result == null) { try { aURL = new URL(imageUrl); conn = aURL.openConnection(); conn.connect(); InputStream is = conn.getInputStream(); cache_result = new CacheManager.CacheResult(); CacheManager.saveCacheFile(imageUrl, cache_result); } catch (Exception e) { //return null; } } bmp = BitmapFactory.decodeStream(cache_result.getInputStream());*/ Toast.makeText(context,"Please work.. namo namo namo", Toast.LENGTH_SHORT).show(); //return bmp; } However, I got a nullPointerException. Can someone please help me with it as i'm quite new in android.

    Read the article

  • image display in block <a> - CSS

    - by blasteralfred
    I have a page like below; <style type="text/css"> #div1 { height: 100px; background-color: #CCCCCC; } #div2 { display: inline; height: 48px; margin: 0; padding: 0; position: relative; white-space: nowrap; } #div2 a { display: block; background-color: #FF9900; height: 51px; width: 150px; padding-right: 50px; text-decoration: none; word-wrap: break-word; white-space: normal; } #div2 img { border:0; float: right; } </style> <div id="div1"> <div id="div2"> <a href="">text1 text2 text3 text4 text5 text6 text7 text8<img src="image.jpg"></a> </div> </div> What I am getting is something like this; and I want this; Here is the fiddle. Thanks in advance...:)

    Read the article

  • retrieve image from gallery in android

    - by smsys
    I have created an Activity where i have a Button. By pressing the button an android Gallery opens. When i choose an image from the gallery it is shows it in an ImageView of my Activity but after choosing second time the following error occuring 01-13 17:55:25.323: ERROR/AndroidRuntime(14899): java.lang.OutOfMemoryError: bitmap size exceeds VM budget Here is the source code i am using: public class MyImage extends Activity { /** Called when the activity is first created. */ Gallery gallery; private Uri[] mUrls; String[] mFiles=null; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); File images = Environment.getDataDirectory(); File[] imagelist = images.listFiles(); mFiles = new String[imagelist.length]; for(int i= 0 ; i< imagelist.length; i++) { mFiles[i] = imagelist[i].getAbsolutePath(); } mUrls = new Uri[mFiles.length]; for(int i=0; i < mFiles.length; i++) { mUrls[i] = Uri.parse(mFiles[i]); } Gallery g = (Gallery) findViewById(R.id.Gallery01); g.setAdapter(new ImageAdapter(this)); g.setFadingEdgeLength(40); } public class ImageAdapter extends BaseAdapter{ int mGalleryItemBackground; public ImageAdapter(Context c) { mContext = c; } public int getCount(){ return mUrls.length; } public Object getItem(int position){ return position; } public long getItemId(int position) { return position; } public View getView(int position, View convertView, ViewGroup parent){ ImageView i = new ImageView(mContext); i.setImageURI(mUrls[position]); i.setScaleType(ImageView.ScaleType.FIT_XY); i.setLayoutParams(new Gallery.LayoutParams(260, 210)); return i; } private Context mContext; } }

    Read the article

  • Custom Image Button and Radio/Toggle Button from Common Base Class

    - by Wonko the Sane
    Hi All, I would like to create a set of custom controls that are basically image buttons (it's a little more complex than that, but that's the underlying effect I'm going for) that I've seen a few different examples for. However, I would like to further extend that to also allow radio/toggle buttons. What I'd like to do is have a common abstract class called ImageButtonBase that has default implementations for ImageSource and Text, etc. That makes a regular ImageButton implementation pretty easy. The issue I am having is creating the RadioButton flavor of it. As I see it, there are at least three options: It would be easy to create something that derives from RadioButton, but then I can't use the abstract class I've created. I could change the abstract class to an interface, but then I lose the abstract implementations, and will in fact have duplication of code. I could derive from my abstract class, and re-implement the RadioButton-type properties and events (IsChecked, GroupName, etc.), but that certainly doesn't seem like a great idea. Note: I have seen http://stackoverflow.com/questions/2362641/how-to-get-a-group-of-toggle-buttons-to-act-like-radio-buttons-in-wpf, but what I want to do is a little more complex. I'm just wondering if anybody has an example of an implementation, or something that might be adapted to this kind of scenario. I can see pros and cons of each of the ideas above, but each comes with potential pitfalls. Thanks, wTs

    Read the article

  • Android - Memory leak when dynamically building UI with image resource backgrounds

    - by Rich
    I have an Activity that I swear is leaking memory. The app I'm working on does a lot with images, so I've had to be pretty stingy with memory when working directly with Bitmaps. I added an Activity, and now if you use this new Activity it basically puts me over the edge with mem usage and I end up throwing the "Bitmap exceeds VM budget" exception. If you never launch this Activity, everything is smooth as it was previously. I started reading about memory leaks, and I think that I have a similar situation to what is described in the article in the Android docs. I'm dynamically creating a bunch of image views and adding a BackgroundDrawable from the resources and adding an OnClickListener as well. I imagine I have to do some cleanup when the Activity hits onPause in its life cycle, but I'd like to know specifically what is the correct way. Here is the code that should demonstrate the objects I'm working with... LinearLayout templateContainer; . . . ImageView imgTemplatePreview = (ImageView) item.findViewById(R.id.imgTemplatePreview); . . . imgTemplatePreview.setBackgroundDrawable(getResources().getDrawable(previewId)); imgTemplatePreview.setOnClickListener(imgClick); templateContainer.addView(item);

    Read the article

  • Background Image Overlapped Problem with jQuery

    - by Devyn
    Hi, Here is my working page. I attached buttons to white bishop and you can move around but left images are overlapped by right images. I think the problem is with CSS. The brief structure is here. <script> $(document).ready(function(){ $('#top').click(function(){ $('#p81').animate({top: "-=64px"}, 100); }); </script> <style> div.chess_board{ height: 512px; position: relative; width: 512px; } div.chess_square{ height:64px; position: absolute; width:64px; } div.chess_square.white { background: none repeat scroll 0 0 #ffffff; } . . . div.chess_piece{ background-image: url("sprite.png"); height: 64px; width: 64px; position: absolute; } div.chess_piece.bishot.white{ background-position: -64px 0; } </style> <div class="chess_board"> <div id="b81" class="chess_square white" style="top: 448px; left: 64px;"> <div class="chess_square_inner"></div> <div id="p81" class="chess_piece bishot white"></div> </div> </div> <input type="button" id="top" value="top" />

    Read the article

  • DrawImage in XP Mode or Remote Desktop

    - by simplecoder
    I'm displaying a PNG with a transparent background that looks good in Windows 7, but then I run my app in XP Mode or remote desktop to a Windows XP machine and the PNG looks incorrect. I noticed that if I disable "Integration Mode" or run the app on XP without remote desktop, the image looks fine. How do I get DrawImage to render the PNG correctly in XP Mode or remote desktop? Image inside Windows 7 Image inside XP Mode or remote desktop Here's my code: protected override void OnPaint(PaintEventArgs e) { Image image = Image.FromFile("hello.png", false); Bitmap bmp = new Bitmap(image); Rectangle destRect = new Rectangle(0, 0, image.Width, image.Height); e.Graphics.DrawImage(image, destRect, 0, 0, image.Width, image.Height, GraphicsUnit.Pixel); base.OnPaint(e); }

    Read the article

  • Active State Image Display

    - by fmz
    I have some images that need to change, based not only on hover, but also on active state. If you look at the page here: http://site427.mysite4now.net/tazthedog/site1/ There are some tabs with Screen Printing Quick Links, etc. The tab image is associated with the link and displays properly. The icon in tabs defaults to the gray and turns blue on mouse over, however, I also need it to be blue on the "active" state. Here is the css: .quick-links em:hover { background: transparent url(../images/quick-links.png) 10px 9px no-repeat ; display: block ; float: left; } Here is the html: <ul class="tabs"> <li class="quick-links"> <a href="#quickLinks" id=""> <em> <span>Screen Printing Quick Links</span> </em> </a> </li> <li class="distributor-ql"> <a href="#distributorQL" id=""> <em> <span>Dealer &amp; Distributor Quick Links</span> </em> </a> </li> </ul> I tried adding a .quick-links em:active... but that doesn't maintain it. I know there is a way to keep the icon blue while in the active state, I just need a little help to understand what that is. Thanks!

    Read the article

  • PHP SDK for Facebook: Uploading an Image for an Event created using the Graph API

    - by wenbert
    Can anyone shed some light on my problem? <?php $config = array(); $config['appId'] = "foo"; $config['secret'] = "bar"; $config['cookie'] = true; $config['fileUpload'] = true; $facebook = new Facebook($config); $eventParams = array( "privacy_type" => $this->request->data['Event']['privacy'], "name" => $this->request->data['Event']['event'], "description" => $this->request->data['Event']['details'], "start_time" => $this->request->data['Event']['when'], "country" => "NZ" ); //around 300x300 pixels //I have set the permissions to Everyone $imgpath = "C:\\Yes\\Windows\\Path\\Photo_for_the_event_app.jpg"; $eventParams["@file.jpg"] = "@".$imgpath; $fbEvent = $facebook->api("me/events", "POST", $eventParams); var_dump($fbEvent); //I get the event id I also have this in my "scope" when the user is asked to Allow the app to post on his behalf: user_about_me,email,publish_stream,create_event,photo_upload This works. It creates the event with all the details I have specified. EXCEPT for the event image. I have been to most of Stackoverflow posts related to my problem but all of them are not working for me. (EG: http://stackoverflow.com/a/4245260/66767) I also do not get any error. Any ideas? THanks!

    Read the article

  • Rails: Obfuscating Image URLs on Amazon S3? (security concern)

    - by neezer
    To make a long explanation short, suffice it to say that my Rails app allows users to upload images to the app that they will want to keep in the app (meaning, no hotlinking). So I'm trying to come up with a way to obfuscate the image URLs so that the address of the image depends on whether or not that user is logged in to the site, so if anyone tried hotlinking to the image, they would get a 401 access denied error. I was thinking that if I could route the request through a controller, I could re-use a lot of the authorization I've already built into my app, but I'm stuck there. What I'd like is for my images to be accessible through a URL to one of my controllers, like: http://railsapp.com/images/obfuscated?member_id=1234&pic_id=7890 If the user where to right-click on the image displayed on the website and select "Copy Address", then past it in, it would be the SAME url (as in, wouldn't betray where the image is actually hosted). The actual image would be living on a URL like this: http://s3.amazonaws.com/s3username/assets/member_id/pic_id.extension Is this possible to accomplish? Perhaps using Rails' render method? Or something else? I know it's possible for PHP to return the correct headers to make the browser think it's an image, but I don't know how to do this in Rails... UPDATE: I want all users of the app to be able to view the images if and ONLY if they are currently logged on to the site. If the user does not have a currently active session on the site, accessing the images directly should yield a generic image, or an error message.

    Read the article

  • hover buttons background image change not working

    - by Brae
    Background I'm trying to make a menu, you hover over the button and the background image shifts its Y position to give you the 'over' effect for each button. CSS .menu {float: left;} .menu span {display: none;} .menu a {display: block; margin: 10px; width: 200px; height: 50px;} #itemA {background: url('images/btnA.png') no-repeat 0 0;} #itemB {background: url('images/btnB.png') no-repeat 0 0;} #itemC {background: url('images/btnC.png') no-repeat 0 0;} #itemD {background: url('images/btnD.png') no-repeat 0 0;} HTML <div class="menu"> <a id="itemA" href="#"><span>AAAAA</span></a> <a id="itemB" href="#"><span>BBBBB</span></a> <a id="itemC" href="#"><span>CCCCC</span></a> <a id="itemD" href="#"><span>DDDDD</span></a> </div> Problem why do none of these work? /*** - test A a.menu:link {background-position: 0 -51px;} a.menu:visited {display: block; margin: 10px; width: 200px; height: 32px;} ***/ /*** - test B a.menu:hover {background-position: 0 -51px;} ***/ /*** - test C .menu a:hover {background-position: 0 -51px;} ***/ /*** - test D .menu:hover a {background-position: 0 -51px;} ***/ /*** - test E a:hover .menu {background-position: 0 -51px;} ***/ Notes images are 200x101px (50px high with a 1px seperator) Question why do none of these work, should any of them work, is there a solution im missing? thanks in advance!

    Read the article

  • Finding and displaying image src attributes

    - by MIF
    Hi I have a problem and an try to find in one week. I need help :( I have a script work with : <script type="text/javascript"> var list_images = 'image1.jpg|image2.jpg|image3.jpg|image4.jpg|image5.jpg|image6.jpg|image7.jpg'; var images = list_images.split('|'); </script> but know in blogger always give more tab in my script <script type="text/javascript"> var list_images = ' <div></div> <a href="anything"><img src="image1.jpg"><a/> <a href="anything"><img src="image2.jpg"><a/> <a href="anything"><img src="image3.jpg"><a/> <a href="anything"><img src="image4.jpg"><a/> <a href="anything"><img src="image5.jpg"><a/> <li><img src="image6.jpg"></li> <li><img src="image7.jpg"></li> <br/> '; var images = list_images.split('|'); </script> I want remove all tabs and convert them like var list_images = 'image1.jpg|image2.jpg|image3.jpg|image4.jpg|image5.jpg|image6.jpg|image7.jpg'; Finding and displaying image src attributes - Old question http://manhualayout.blogspot.com/2011/03/httpcomic.html - Work good http://manhualayout.blogspot.com/2011/02/blog-post.html - My problem make my crazy in one week :( I Can't just edit the variable of the block HTML ...I want find a way to search and replace to remove all and got the link with the | Please help me . Very very thanks .. Me so stupid :(

    Read the article

  • Creating a image viewer window controll.

    - by Scott Chamberlain
    I am learning GDI+ and I am trying to make a display window with scroll bars (so I can only see part of the image at a time and I can scroll around it). I have read through the basics of GDI+ from several books but I have not found any good tutorials online or in books available to me about doing more advanced things like this. Any recommendations on guides or example code on how do do this? Here is what I have so far protected override void OnPaint(PaintEventArgs e) { base.OnPaint(e); if (Label != null) { using (Bitmap drawnLabel = new Bitmap(Label.LabelHeight, Label.LableLength, System.Drawing.Imaging.PixelFormat.Format1bppIndexed)) using (Graphics drawBuffer = Graphics.FromImage(drawnLabel)) { drawBuffer.ScaleTransform(_ImageScaleFactor, _ImageScaleFactor); foreach (Epl2.IDrawableCommand cmd in Label.Collection) { cmd.Paint(drawBuffer); } drawBuffer.ResetTransform(); } } } I would like to paint this in to a PictureBox I have on the control and control what is shown by a VScrollBar and HScrollBar but I don't know how to do that step. P.S. Label is a custom class that I have in my namespace, it is a object that represents a label you would print from a label printer.

    Read the article

  • Uploadin Image - Objective C

    - by Sammaeliv
    Hi, i have this code the i find on youtube xD my cuestion is , how do i add an extra parameter NSData *imageData = UIImageJPEGRepresentation(imagen.image,0.0); NSString *urlString = @"http://urlexample.com/upload.php"; NSMutableURLRequest *request = [[[NSMutableURLRequest alloc] init] autorelease]; [request setURL:[NSURL URLWithString:urlString]]; [request setHTTPMethod:@"POST"]; NSString *boundary = [NSString stringWithString:@"---------------------------14737809831466499882746641449"]; NSString *contentType = [NSString stringWithFormat:@"multipart/form-data; boundary=%@", boundary]; [request addValue:contentType forHTTPHeaderField:@"Content-Type"]; NSMutableData *body = [NSMutableData data]; [body appendData:[[NSString stringWithFormat:@"\r\n--%@\r\n", boundary] dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[[NSString stringWithString:@"Content-Disposition: form-data; name=\"userfile\"; filename=\".jpg\"\r\n"] dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[[NSString stringWithString:@"Content-Type: application/octet-stream\r\n\r\n"] dataUsingEncoding:NSUTF8StringEncoding]]; [body appendData:[NSData dataWithData:imageData]]; [body appendData:[[NSString stringWithFormat:@"\r\n--%@--\r\n", boundary] dataUsingEncoding:NSUTF8StringEncoding]]; [request setHTTPBody:body]; NSData *returnData = [NSURLConnection sendSynchronousRequest:request returningResponse:nil error:nil]; NSString *returnString = [[NSString alloc] initWithData:returnData encoding:NSUTF8StringEncoding]; NSLog(returnString); I try [body appendData:[[NSString stringWithFormat:@"extra=%@",info] dataUsingEncoding:NSUTF8StringEncoding]; hehehe im 100% new on this as you can see... please help me xD

    Read the article

  • HTML + Button with text and image on it.

    - by lucky
    Hello, I have a problem in creating a Button with text and image on it. <td> <button type="submit" name="report" value="Report" <?php if($tab == 'Excel') echo "id=\"tab_inactive\""; else echo "id=\"tab_active\"" ; ?>> <img src="images/report.gif" alt="Report"/>Report </button> <button type="submit" name="excel" value="Excel" <?php if($tab == 'Excel' ) echo "id=\"tab_active\""; else echo "id=\"tab_inactive\"" ; ?>> <img src="images/Excel.gif" alt="Excel" width="16" height="16" /> Excel </button> </td> Here $tab is $tab = strlen(trim($_POST[excel]))>0 ? $_POST[excel] : $_POST[report]; I tried this way, but this is behaving so strangely. On click the button:- The submit function is working properly in firefox, but not in IE. Instead of submitting the value(in this example values are 'Report' and 'Excel'), indeed it is submitting the label of the button. That is if i am checking the value of array PRINT_R($_POST). The value of it is Array ( [report] =>(Icon that i used) Report [excel] => (Icon that i used) Excel [frm_analysis] => [to_analysis] => ) Here i have more than 1 button, then all the labels are submitted eventhough one of them is pressed. i dont how to capture which button is pressed. I even tried changing button type=button and onclick="document.formname.submit()" Even this is resulting in the same. Can you please help me to solve this.

    Read the article

  • Using a single texture image unit with multiple sampler uniforms

    - by bcrist
    I am writing a batching system which tracks currently bound textures in order to avoid unnecessary glBindTexture() calls. I'm not sure if I need to keep track of which textures have already been used by a particular batch so that if a texture is used twice, it will be bound to a different TIU for the second sampler which requires it. Is it acceptable for an OpenGL application to use the same texture image unit for multiple samplers within the same shader stage? What about samplers in different shader stages? For example: Fragment shader: ... uniform sampler2D samp1; uniform sampler2D samp2; void main() { ... } Main program: ... glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, tex_id); glUniform1i(samp1_location, 0); glUniform1i(samp2_location, 0); ... I don't see any reason why this shouldn't work, but what about if the shader program also included a vertex shader like this: Vertex shader: ... uniform sampler2D samp1; void main() { ... } In this case, OpenGL is supposed to treat both instances of samp1 as the same variable, and exposes a single location for them. Therefore, the same texture unit is being used in the vertex and fragment shaders. I have read that using the same texture in two different shader stages counts doubly against GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS but this would seem to contradict that. In a quick test on my hardware (HD 6870), all of the following scenarios worked as expected: 1 TIU used for 2 sampler uniforms in same shader stage 1 TIU used for 1 sampler uniform which is used in 2 shader stages 1 TIU used for 2 sampler uniforms, each occurring in a different stage. However, I don't know if this is behavior that I should expect on all hardware/drivers, or if there are performance implications.

    Read the article

  • php png image transparency

    - by user1334130
    I have been working with some code to draw a circle but I am having problems with removing the black background from the shape. I am using imagecopyresampled for its AA features in order to draw a smooth circle, so I can't use a different drawing function. Thanks. <?php $img_2 = imagecreatetruecolor(200, 200); $red = imagecolorallocate($img_2, 255, 0, 0); imagefill($img_2, 0, 0, $red); //set circle values $xPos = 50; $yPos = 80; $diameter = 40; $img_1 = imagecreatetruecolor(($diameter + 2) * 2, ($diameter + 2) * 2); $green = imagecolorallocate($img_1, 0, 255, 0); //draw the circle imagefilledarc($img_1, $diameter+1, $diameter+1, ($diameter + 2) * 2, ($diameter + 2) * 2, 0, 360, $green, IMG_ARC_PIE); imagecopyresampled($img_2, $img_1, $xPos, $yPos, 0, 0, $diameter+2, $diameter+2, ($diameter + 2) * 2, ($diameter + 2) * 2); header("Content-type: image/png"); imagepng($img_2); imagedestroy($img_1); imagedestroy($img_2); ?>

    Read the article

  • Background-image is not displaying in Firefox

    - by goa
    Strange thing happens. Background-image is not displaying in Firefox under some versions of WindowsXP and Windows Vista, but displays in Firefox under Mac OSX. It also displays in IE. This is CSS: .cherry_banner { background: url("library/media/images/cherry_banner_top.png") no-repeat; width: 276px; display:block; min-height:100px; padding-top: 13px; color: #fdfdfd; margin-bottom:20px; } .cherry_banner a { color: #fdfdfd; } .cherry_banner a:hover { text-decoration:underline; } .cherry_banner li { list-style-type:none; } .cherry_banner h2 { font-size: 18px; margin-bottom: 10px; } .chb_text1 { background: url("library/media/images/cherry_banner_pixel.png") repeat-y; } .chb_text2 { background: url("library/media/images/cherry_banner_bottom.gif") bottom no-repeat; padding: 4px 14px 24px 25px; } And this is html: <div id="linkcat-8" class="cherry_banner tpt"><div class="chb_text1"><div class="chb_text2"> <h2>??? ?????????</h2> <ul class='xoxo blogroll'> <li><a href="http://inveda.ru/jyotish/naksatra-calendar/">???????? ?????????? ?????????????? ????????? ????????????? ??? ?? 2010?.</a></li> </ul> </div></div></div> You can see on http://www.inveda.ru - right column - red banner.

    Read the article

  • Image Upload with Mootools

    - by notme
    I am creating an ajax uploader with mootools. When I remove the ajax and simply upload the form I get $_FILES with the file data present. But when I use the ajax version, the $_FILES super global is empty. Every other part of the form is present. It acts as if it does not send the image at all but only in the ajax version. Any help is appreciated. Thanks! <form id="uploadphoto_pod" action="upload.php" enctype="multipart/form-data" method="post"> <input type='file' id='uploadphoto' name='uploadphoto'/> <input type="submit" class="submit" name="add_product" value="Upload" /> </form> <div id="response"><!-- Ajax Response --></div> <script type="text/javascript"> window.addEvent('domready', function(){ $('uploadphoto').addEvent('submit', function(e) { //Prevents the default submit event from loading a new page. e.stop(); //("this" refers to the $('uploadphoto') element). this.set('send', {onComplete: function(response) { $('response').set('html', response); }}); //Send the form. this.send(); }); }); </script>

    Read the article

  • How can i make a gallery with web images from my website?

    - by ronhdoge
    I currently have two codes that i am trying to figure out how to mix or write a new code to have a gallery with image doing fill_parent but i can slide sideways to see the other url linked images from my site. here are both parts of code i have: package com.mandarich.gallerygrid; import java.io.InputStream; import java.net.URL; import android.app.Activity; import android.graphics.drawable.Drawable; import android.os.Bundle; import android.widget.ImageView; public class Gallery extends Activity { /** Called when the activity is first created. */ public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); ImageView imgView =(ImageView)findViewById(R.id.ImageView01); Drawable drawable = LoadImageFromWebOperations("http://www.mandarichmodels.com/hot-pics/"); imgView.setImageDrawable(drawable); } private Drawable LoadImageFromWebOperations(String url) { try { InputStream is = (InputStream) new URL(url).getContent(); Drawable d = Drawable.createFromStream(is, "src name"); return d; }catch (Exception e) { System.out.println("Exc="+e); return null; } } } and here is my gallery code package com.mandarich.Grid; import android.app.Activity; import android.content.Context; import android.content.res.TypedArray; import android.os.Bundle; import android.view.View; import android.view.ViewGroup; import android.widget.AdapterView; import android.widget.BaseAdapter; import android.widget.Gallery; import android.widget.ImageView; import android.widget.Toast; import android.widget.AdapterView.OnItemClickListener; public class gridfinal extends Activity { private Gallery gallery; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); gallery = (Gallery) findViewById(R.id.examplegallery); gallery.setAdapter(new AddImgAdp(this)); gallery.setOnItemClickListener(new OnItemClickListener() { @SuppressWarnings("unchecked") public void onItemClick(AdapterView parent, View v, int position, long id) { // Displaying the position when the gallery item in clicked Toast.makeText(gridfinal.this, "Position=" + position, Toast.LENGTH_SHORT).show(); } }); } public class AddImgAdp extends BaseAdapter { int GalItemBg; private Context cont; // Adding images. private Integer[] Imgid = { R.drawable.cindy, R.drawable.clinton, R.drawable.colin, R.drawable.cybil, R.drawable.david, R.drawable.demi, R.drawable.drew }; public AddImgAdp(Context c) { cont = c; TypedArray typArray = obtainStyledAttributes(R.styleable.GalleryTheme); GalItemBg = typArray.getResourceId(R.styleable.GalleryTheme_android_galleryItemBackground, 0); typArray.recycle(); } public int getCount() { return Imgid.length; } public Object getItem(int position) { return position; } public long getItemId(int position) { return position; } public View getView(int position, View convertView, ViewGroup parent) { ImageView imgView = new ImageView(cont); imgView.setImageResource(Imgid[position]); // Fixing width & height for image to display imgView.setLayoutParams(new Gallery.LayoutParams(430, 370)); imgView.setScaleType(ImageView.ScaleType.FIT_XY); imgView.setBackgroundResource(GalItemBg); return imgView; } } }

    Read the article

  • calling concurrently Graphics.Draw and new Bitmap from memory in thread take long time

    - by Abdul jalil
    Example1 public partial class Form1 : Form { public Form1() { InitializeComponent(); pro = new Thread(new ThreadStart(Producer)); con = new Thread(new ThreadStart(Consumer)); } private AutoResetEvent m_DataAvailableEvent = new AutoResetEvent(false); Queue<Bitmap> queue = new Queue<Bitmap>(); Thread pro; Thread con ; public void Producer() { MemoryStream[] ms = new MemoryStream[3]; for (int y = 0; y < 3; y++) { StreamReader reader = new StreamReader("image"+(y+1)+".JPG"); BinaryReader breader = new BinaryReader(reader.BaseStream); byte[] buffer=new byte[reader.BaseStream.Length]; breader.Read(buffer,0,buffer.Length); ms[y] = new MemoryStream(buffer); } while (true) { for (int x = 0; x < 3; x++) { Bitmap bmp = new Bitmap(ms[x]); queue.Enqueue(bmp); m_DataAvailableEvent.Set(); Thread.Sleep(6); } } } public void Consumer() { Graphics g= pictureBox1.CreateGraphics(); while (true) { m_DataAvailableEvent.WaitOne(); Bitmap bmp = queue.Dequeue(); if (bmp != null) { // Bitmap bmp = new Bitmap(ms); g.DrawImage(bmp,new Point(0,0)); bmp.Dispose(); } } } private void pictureBox1_Click(object sender, EventArgs e) { con.Start(); pro.Start(); } } when Creating bitmap and Drawing to picture box are in seperate thread then Bitmap bmp = new Bitmap(ms[x]) take 45.591 millisecond and g.DrawImage(bmp,new Point(0,0)) take 41.430 milisecond when i make bitmap from memoryStream and draw it to picture box in one thread then Bitmap bmp = new Bitmap(ms[x]) take 29.619 and g.DrawImage(bmp,new Point(0,0)) take 35.540 the code is for Example 2 is why it take more time to draw and bitmap take time in seperate thread and how to reduce the time when processing in seperate thread. i am using ANTS performance profiler 4.3 public Form1() { InitializeComponent(); pro = new Thread(new ThreadStart(Producer)); con = new Thread(new ThreadStart(Consumer)); } private AutoResetEvent m_DataAvailableEvent = new AutoResetEvent(false); Queue<MemoryStream> queue = new Queue<MemoryStream>(); Thread pro; Thread con ; public void Producer() { MemoryStream[] ms = new MemoryStream[3]; for (int y = 0; y < 3; y++) { StreamReader reader = new StreamReader("image"+(y+1)+".JPG"); BinaryReader breader = new BinaryReader(reader.BaseStream); byte[] buffer=new byte[reader.BaseStream.Length]; breader.Read(buffer,0,buffer.Length); ms[y] = new MemoryStream(buffer); } while (true) { for (int x = 0; x < 3; x++) { // Bitmap bmp = new Bitmap(ms[x]); queue.Enqueue(ms[x]); m_DataAvailableEvent.Set(); Thread.Sleep(6); } } } public void Consumer() { Graphics g= pictureBox1.CreateGraphics(); while (true) { m_DataAvailableEvent.WaitOne(); //Bitmap bmp = queue.Dequeue(); MemoryStream ms= queue.Dequeue(); if (ms != null) { Bitmap bmp = new Bitmap(ms); g.DrawImage(bmp,new Point(0,0)); bmp.Dispose(); } } } private void pictureBox1_Click(object sender, EventArgs e) { con.Start(); pro.Start(); }

    Read the article

  • Resizing Images In a Table Using JavaScript

    - by Abluescarab
    Hey, all. I apologize beforehand if none of this makes sense, or if I sound incompetent... I've been making webpages for a while, but don't know any JavaScript. I am trying to make a webpage for a friend, and he requested if I could write some code to resize the images in the page based on the user's screen resolution. I did some research on this question, and it's kind of similar to this, this, and this. Unfortunately, those articles didn't answer my question entirely because none of the methods described worked. Right now, I have a three-column webpage with 10 images in a table in the left sidebar, and when I use percentages for their sizes, they don't resize right between monitors. As such, I'm trying to write a JavaScript function that changes their sizes after detecting the screen resolution. The code is stripped from my post if I put it all, so I'll just say that each image links to a website and uses a separate image to change color when you hover over it. Would I have to address both images to change their sizes correctly? I use a JavaScript function to switch between them. Anyway, I tried both methods in this article and neither worked for me. If it helps, I'm using Google Chrome, but I'm trying to make this page as cross-browser as possible. Here's the code I have so far in my JavaScript function: function resizeImages() { var w = window.width; var h = window.height; var yuk = document.getElementById('yuk').style; var wb = document.getElementById('wb').style; var tf = document.getElementById('tf').style; var lh = document.getElementById('lh').style; var ko = document.getElementById('ko').style; var gz = document.getElementById('gz').style; var fb = document.getElementById('fb').style; var eg = document.getElementById('eg').style; var dl = document.getElementById('dl').style; var da = document.getElementById('da').style; if (w = "800" && h = "600") { } else if (w = "1024" && h = "768") { } else if (w = "1152" && h = "864") { } else if (w = "1280" && h = "720") { } else if (w = "1280" && h = "768") { } else if (w = "1280" && h = "800") { } else if (w = "1280" && h = "960") { } else if (w = "1280" && h = "1024") { } } Yeah, I don't have much in it because I don't know if I'm doing it right yet. Is this a way I can detect the "width" and "height" properties of a window? The "yuk", "wb", etcetera are the images I'm trying to change the size of. To sum it up: I want to resize images based on screen resolution using JavaScript, but my research attempts have been... futile. I'm sorry if that was long-winded, but thanks ahead of time!

    Read the article

  • UIScrollView image/photo viewer with paging enabled and zooming

    - by Mike Weller
    OK, I think it's time to make an official place on the internet for this problem: How to make a UIScrollView photoviewer with paging and zooming. Welcome my fellow UIScrollView hackers. I have a UIScrollView with paging enabled, and I'm displaying UIImageViews like the built-in photos app. (Does this sound familiar yet?) I found the following project on github: http://wiki.github.com/andreyvit/ScrollingMadness Which shows how to implement zooming in a scroll view while paging is enabled. If anyone else tries this out, I actually had to remove the UIScrollView subclass and use the native class otherwise it doesn't work. I think it's because of changes in the 3.0 SDK relating to how the scroll view intercepts touch events. So the the idea is to remove all the other views when you start zooming, and move the current view to (0, 0) in the scrollview, updating the contentsize etc. Then when you zoom back to 1.0f it adds the other views back and puts things all back in order. Anyway, that project works perfectly in the simulator, but on the device there is some nasty movement of the view you are resizing, which looks like it's caused by the fact we are changing the contentsize/offset etc. for the view being resized. You have to do this view moving otherwise you can pan left through the whitespace left by the other views. I found one interesting note in the "Known Issues" of the 3.0 SDK release notes: UIScrollView: After zooming, content inset is ignored and content is left in the wrong position. This kind of sounds like what is happening here. After zooming in, the view will shift offscreen because you have changed the offset etc. I've spent hours on this already and I'm slowing coming to the sad realization that this just isn't going to work. Three20's photo viewer is out of the question: it's too heavy weight and there is too much unnecessary UI and other behaviour. The built in Photo app seems to do some magic. If you zoom in on an image and pan to the far edges, the current photo moves independently of the photo next to it which isn't what you get when trying this with a standard UIScrollView. I've seen discussion about nesting the UIScrollView's but I really don't want to go there. Has anybody managed this with the standard UIScrollView (and works in the 2.2 and 3.0 SDK)? I don't fancy rolling my own zoom + bounce + pan + paging code.

    Read the article

< Previous Page | 185 186 187 188 189 190 191 192 193 194 195 196  | Next Page >