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  • Join and sum not compatible matrices through data.table

    - by leodido
    My goal is to "sum" two not compatible matrices (matrices with different dimensions) using (and preserving) row and column names. I've figured this approach: convert the matrices to data.table objects, join them and then sum columns vectors. An example: > M1 1 3 4 5 7 8 1 0 0 1 0 0 0 3 0 0 0 0 0 0 4 1 0 0 0 0 0 5 0 0 0 0 0 0 7 0 0 0 0 1 0 8 0 0 0 0 0 0 > M2 1 3 4 5 8 1 0 0 1 0 0 3 0 0 0 0 0 4 1 0 0 0 0 5 0 0 0 0 0 8 0 0 0 0 0 > M1 %ms% M2 1 3 4 5 7 8 1 0 0 2 0 0 0 3 0 0 0 0 0 0 4 2 0 0 0 0 0 5 0 0 0 0 0 0 7 0 0 0 0 1 0 8 0 0 0 0 0 0 This is my code: M1 <- matrix(c(0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0), byrow = TRUE, ncol = 6) colnames(M1) <- c(1,3,4,5,7,8) M2 <- matrix(c(0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0), byrow = TRUE, ncol = 5) colnames(M2) <- c(1,3,4,5,8) # to data.table objects DT1 <- data.table(M1, keep.rownames = TRUE, key = "rn") DT2 <- data.table(M2, keep.rownames = TRUE, key = "rn") # join and sum of common columns if (nrow(DT1) > nrow(DT2)) { A <- DT2[DT1, roll = TRUE] A[, list(X1 = X1 + X1.1, X3 = X3 + X3.1, X4 = X4 + X4.1, X5 = X5 + X5.1, X7, X8 = X8 + X8.1), by = rn] } That outputs: rn X1 X3 X4 X5 X7 X8 1: 1 0 0 2 0 0 0 2: 3 0 0 0 0 0 0 3: 4 2 0 0 0 0 0 4: 5 0 0 0 0 0 0 5: 7 0 0 0 0 1 0 6: 8 0 0 0 0 0 0 Then I can convert back this data.table to a matrix and fix row and column names. The questions are: how to generalize this procedure? I need a way to automatically create list(X1 = X1 + X1.1, X3 = X3 + X3.1, X4 = X4 + X4.1, X5 = X5 + X5.1, X7, X8 = X8 + X8.1) because i want to apply this function to matrices which dimensions (and row/columns names) are not known in advance. In summary I need a merge procedure that behaves as described. there are other strategies/implementations that achieve the same goal that are, at the same time, faster and generalized? (hoping that some data.table monster help me) to what kind of join (inner, outer, etc. etc.) is assimilable this procedure? Thanks in advance. p.s.: I'm using data.table version 1.8.2 EDIT - SOLUTIONS @Aaron solution. No external libraries, only base R. It works also on list of matrices. add_matrices_1 <- function(...) { a <- list(...) cols <- sort(unique(unlist(lapply(a, colnames)))) rows <- sort(unique(unlist(lapply(a, rownames)))) out <- array(0, dim = c(length(rows), length(cols)), dimnames = list(rows,cols)) for (m in a) out[rownames(m), colnames(m)] <- out[rownames(m), colnames(m)] + m out } @MadScone solution. Used reshape2 package. It works only on two matrices per call. add_matrices_2 <- function(m1, m2) { m <- acast(rbind(melt(M1), melt(M2)), Var1~Var2, fun.aggregate = sum) mn <- unique(colnames(m1), colnames(m2)) rownames(m) <- mn colnames(m) <- mn m } BENCHMARK (100 runs with microbenchmark package) Unit: microseconds expr min lq median uq max 1 add_matrices_1 196.009 257.5865 282.027 291.2735 549.397 2 add_matrices_2 13737.851 14697.9790 14864.778 16285.7650 25567.448 No need to comment the benchmark: @Aaron solution wins. I'll continue to investigate a similar solution for data.table objects. I'll add other solutions eventually reported or discovered.

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  • CSS height doesn't work perfectly in firefox

    - by Shashank
    div.aboutstandard ul.aboutlist li { float: left; padding-left: 10px; padding-right: 10px; width: 300px; height: 280px; } div.aboutstandard ul.aboutlist li { float: left; padding-left: 10px; padding-right: 10px; width: 300px; height: 280px; } When i am setting this dimensions for the height, it works perfectly in chrome and internet explorer, but in firefox it takes different dimensions. the text goes under the next image in firefox. php code: <ul class="aboutlist1"> <li> <img class="aboutimg" src="images1.jpg" alt="<? $lang->text('ABOUT1'); ?>"/> <h1><? $lang->text('ABOUT1'); ?></h1> <p class="abouttext"><? $lang->text('ABOUT_TEXT1'); ?></p> </li> <li> <img class="aboutimg" src="images2.jpg" alt="<? $lang->text('ABOUT2'); ?>"/> <h1><? $lang->text('ABOUT2'); ?></h1> <p class="abouttext"><? $lang->text('ABOUT_TEXT2'); ?></p> </li> </ul> <ul class="aboutlist"> <li> <img class="aboutimg" src="image3.jpg" alt="<? $lang->text('ABOUT3'); ?>"/> <h1><? $lang->text('ABOUT3'); ?></h1> <p class="abouttext"><? $lang->text('ABOUT_TEXT3'); ?></p> </li> <li> <img class="aboutimg" src="image4.jpg" alt="<? $lang->text('ABOUT4'); ?>"/> <h1><? $lang->text('ABOUT4'); ?></h1> <p class="abouttext"><? $lang->text('ABOUT_TEXT4'); ?></p> </li> </ul>

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  • complex css image centering help?

    - by Tenshiko
    My problem is a bit more complex than the title says. Sorry, I don't know how to be more specific... I'm working on a website and I came across a part where I should display some thumbnails. The thing is, the thumbnails are not matching in dimensions. (I know, it sounds ridiculous, since this is thumbnails are for, right?) No, there is simply NO WAY to create them in the same dimensions!! I've managed to create a HTML+CSS structure to fix this problem, and the images are not stretching to fit their containers if they are smaller while keeping their aspect ratio. The only issue remaining, is to center the images. Since setting margin to "0 auto" or "auto 0" are not helping, I've tried setting up multiple containers and setting the margins to position the images. This is also not working: if I put a 120x120 picture in a 120x80 inner container, and I set the container's top and left margin to -50%, the margins become -60px both. Can this be fixed? Or is there yet another way to center images? I'm open to any suggestions! HTML: <div id="roll"> <div class="imgfix"> <div class="outer"> <div class="inner"> @if (ImageDimensionHelper.WhereToAlignImg(item.Width, item.Height, 120, 82) == ImgAlign.Width) <!-- ImageDimensionHelper tells me if the image should fit the container with its width or height. I set the class of the img accordingly. --> { <img class="width" src="@Url.Content(item.URL)" alt="@item.Name"/> } else { <img class="height" src="@Url.Content(item.URL)" alt="@item.Name"/> } </div> </div> </div> </div> CSS: .imgfix{ overflow:hidden; } .imgfix .outer { width:100%; height:100%;} .imgfix .inner { width:100%; height:100%; margin-top:-50%; margin-left:-50%; } /*This div (.inner) gets -60px for both margins every time, regardless of the size of itself, or the image inside it*/ #roll .imgfix { width:120px; height:82px; border: 1px #5b91ba solid; } #roll .imgfix .outer { margin-top:41px; margin-left:60px; } /*since I know specificly what these margins should be, I set them explicitly, because 50% got the wrong size.*/ #roll .imgfix img.width { width:120px; height:auto; margin: auto 0; } #roll .imgfix img.height { height:82px; width:auto; margin: 0 auto; }

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  • Tips for XNA WP7 Developers

    - by Michael B. McLaughlin
    There are several things any XNA developer should know/consider when coming to the Windows Phone 7 platform. This post assumes you are familiar with the XNA Framework and with the changes between XNA 3.1 and XNA 4.0. It’s not exhaustive; it’s simply a list of things I’ve gathered over time. I may come back and add to it over time, and I’m happy to add anything anyone else has experienced or learned as well. Display · The screen is either 800x480 or 480x800. · But you aren’t required to use only those resolutions. · The hardware scaler on the phone will scale up from 240x240. · One dimension will be capped at 800 and the other at 480; which depends on your code, but you cannot have, e.g., an 800x600 back buffer – that will be created as 800x480. · The hardware scaler will not normally change aspect ratio, though, so no unintended stretching. · Any dimension (width, height, or both) below 240 will be adjusted to 240 (without any aspect ratio adjustment such that, e.g. 200x240 will be treated as 240x240). · Dimensions below 240 will be honored in terms of calculating whether to use portrait or landscape. · If dimensions are exactly equal or if height is greater than width then game will be in portrait. · If width is greater than height, the game will be in landscape. · Landscape games will automatically flip if the user turns the phone 180°; no code required. · Default landscape is top = left. In other words a user holding a phone who starts a landscape game will see the first image presented so that the “top” of the screen is along the right edge of his/her phone, such that the natural behavior would be to turn the phone 90° so that the top of the phone will be held in the user’s left hand and the bottom would be held in the user’s right hand. · The status bar (where the clock, battery power, etc., are found) is hidden when the Game-derived class sets GraphicsDeviceManager.IsFullScreen = true. It is shown when IsFullScreen = false. The default value is false (i.e. the status bar is shown). · You should have a good reason for hiding the status bar. Users find it helpful to know what time it is, how much charge their battery has left, and whether or not their phone is in service range. This is especially true for casual games that you expect someone to play for a few minutes at a time, e.g. while waiting for some event to start, for a phone call to come in, or for a train, bus, or subway to arrive. · In portrait mode, the status bar occupies 32 pixels of space. This means that a game with a back buffer of 480x800 will be scaled down to occupy approximately 461x768 screen pixels. Setting the back buffer to 480x768 (or some resolution with the same 0.625 aspect ratio) will avoid this scaling. · In landscape mode, the status bar occupies 72 pixels of space. This means that a game with a back buffer of 800x480 will be scaled down to occupy approximately 728x437 screen pixels. Setting the back buffer to 728x480 (or some resolution with the same 1.51666667 aspect ratio) will avoid this scaling. Input · Touch input is scaled with screen size. · So if your back buffer is 600x360, a tap in the bottom right corner will come in as (599,359). You don’t need to do anything special to get this automatic scaling of touch behavior. · If you do not use full area of the screen, any touch input outside the area you use will still register as a touch input. For example, if you set a portrait resolution of 240x240, it would be scaled up to occupy a 480x480 area, centered in the screen. If you touch anywhere above this area, you will get a touch input of (X,0) where X is a number from 0 to 239 (in accordance with your 240 pixel wide back buffer). Any touch below this area will give a touch input of (X,239). · If you keep the status bar visible, touches within its area will not be passed to your game. · In general, a screen measurement is the diagonal. So a 3.5” screen is 3.5” long from the bottom right corner to the top left corner. With an aspect ratio of 0.6 (480/800 = 0.6), this means that a phone with a 3.5” screen is only approximately 1.8” wide by 3” tall. So there are approximately 267 pixels in an inch on a 3.5” screen. · Again, this time in metric! 3.5 inches is approximately 8.89 cm. So an 8.89 cm screen is 8.89 cm long from the bottom right corner to the top left corner. With an aspect ratio of 0.6, this means that a phone with an 8.89 cm screen is only approximately 4.57 cm wide by 7.62 cm tall. So there are approximately 105 pixels in a centimeter on an 8.89 cm screen. · Think about the size of your finger tip. If you do not have large hands, think about the size of the fingertip of someone with large hands. Consider that when you are sizing your touch input. Especially consider that when you are spacing two touch targets near one another. You need to judge it for yourself, but items that are next to each other and are each 100x100 should be fine when it comes to selecting items individually. Smaller targets than that are ok provided that you leave space between them. · You want your users to have a pleasant experience. Making touch controls too small or too close to one another will make them nervous about whether they will touch the right target. Take this into account when you plan out your game initially. If possible, do some quick size mockups on an actual phone using colored rectangles that you position and size where you plan to have your game controls. Adjust as necessary. · People do not have transparent hands! Nor are their hands the size of a mouse pointer icon. Consider leaving a dedicated space for input rather than forcing the user to cover up to one-third of the screen with a finger just to play the game. · Another benefit of designing your controls to use a dedicated area is that you’re less likely to have players moving their finger(s) so frantically that they accidentally hit the back button, start button, or search button (many phones have one or more of these on the screen itself – it’s easy to hit one by accident and really annoying if you hit, e.g., the search button and then quickly tap back only to find out that the game didn’t save your progress such that you just wasted all the time you spent playing). · People do not like doing somersaults in order to move something forward with accelerometer-based controls. Test your accelerometer-based controls extensively and get a lot of feedback. Very well-known games from noted publishers have created really bad accelerometer controls and been virtually unplayable as a result. Also be wary of exceptions and other possible failures that the documentation warns about. · When done properly, the accelerometer can add a nice touch to your game (see, e.g. ilomilo where the accelerometer was used to move the background; it added a nice touch without frustrating the user; I also think CarniVale does direct accelerometer controls very well). However, if done poorly, it will make your game an abomination unto the Marketplace. Days, weeks, perhaps even months of development time that you will never get back. I won’t name names; you can search the marketplace for games with terrible reviews and you’ll find them. Graphics · The maximum frame rate is 30 frames per second. This was set as a compromise between battery life and quality. · At least one model of phone is known to have a screen refresh rate that is between 59 and 60 hertz. Because of this, using a fixed time step with a target frame rate of 30 will cause a slight internal delay to build up as the framework is forced to wait slightly for the next refresh. Eventually the delay will get to the point where a draw is skipped in order to recover from the delay. (See Nick's comment below for clarification.) · To deal with that delay, you can either stay with a fixed time step and set the frame rate slightly lower or else you can go to a variable time step and make sure to adjust all of your update data (e.g. player movement distance) to take into account the elapsed time from the last update. A variable time step makes your update logic slightly more complicated but will avoid frame skips entirely. · Currently there are no custom shaders. This might change in the future (there is no hardware limitation preventing it; it simply wasn’t a feature that could be implemented in the time available before launch). · There are five built-in shaders. You can create a lot of nice effects with the built-in shaders. · There is more power on the CPU than there is on the GPU so things you might typically off-load to the GPU will instead make sense to do on the CPU side. · This is a phone. It is not a PC. It is not an Xbox 360. The emulator runs on a PC and uses the full power of your PC. It is very good for testing your code for bugs and doing early prototyping and layout. You should not use it to measure performance. Use actual phone hardware instead. · There are many phone models, each of which has slightly different performance levels for I/O, screen blitting, CPU performance, etc. Do not take your game right to the performance limit on your phone since for some other phones you might be crossing their limits and leaving players with a bad experience. Leave a cushion to account for hardware differences. · Smaller screened phones will have slightly more dots per inch (dpi). Larger screened phones will have slightly less. Either way, the dpi will be much higher than the typical 96 found on most computer screens. Make sure that whoever is doing art for your game takes this into account. · Screens are only required to have 16 bit color (65,536 colors). This is common among smart phones. Using gradients on a 16 bit display can produce an ugly artifact known as banding. Banding is when, rather than a smooth transition from one color to another, you instead see distinct lines. Be careful to avoid this when possible. Banding can be avoided through careful art creation. Its effects can be minimized and even unnoticeable when the texture in question is always moving. You should be careful not to rely on “looks good on my phone” since some phones do have 32-bit displays and thus you’ll find yourself wondering why you’re getting bad reviews that complain about the graphics. Avoid gradients; if you can’t, make sure they are 16-bit safe. Audio · Never rely on sounds as your sole signal to the player that something is happening in the game. They might have the sound off. They might be playing somewhere loud. Etc. · You have to provide controls to disable sound & music. These should be separate. · On at least one model of phone, the volume control API currently has no effect. Players can adjust sound with their hardware volume buttons, but in game selectors simply won’t work. As such, it may not be worth the effort of providing anything beyond on/off switches for sound and music. · MediaPlayer.GameHasControl will return true when a game is hooked up to a PC running Zune. When Zune is running, any attempts to do anything (beyond check GameHasControl) with MediaPlayer will cause an exception to be thrown. If this exception is thrown, catch it and disable music. Exceptions take time to propagate; you don’t want one popping up in every single run of your game’s Update method. · Remember that players can already be listening to music or using the FM radio. In this case GameHasControl will be false and you should handle this appropriately. You can, alternately, ask the player for permission to stop their current music and play your music instead, but the (current) requirement that you restore their music when done is very hard (if not impossible) to deal with. · You can still play sound effects even when the game doesn’t have control of the music, but don’t think this is a backdoor to playing music. Your game will fail certification if your “sound effect” seems to be more like music in scope and length.

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  • WPF dynamic layout: how to enforce square proportions (width equals height)?

    - by Gart
    I'm learning WPF and can't figure out how to enfore my buttons to take a square shape. Here is my XAML Markup: <Window x:Class="Example" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" Height="368" Width="333"> <Window.Resources> <Style x:Key="ToggleStyle" BasedOn="{StaticResource {x:Type ToggleButton}}" TargetType="{x:Type RadioButton}"> </Style> </Window.Resources> <RadioButton Style="{StaticResource ToggleStyle}"> Very very long text </RadioButton> </Window> Specifying explicit values for Width and Height attributes seems like a wrong idea - the button should calculate its dimensions based on its contents automagically, but keep its width and height equal. Is this possible?

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  • Android GLSurfaceView glTexImage2D glDrawTexiOES

    - by Cinar
    I'm trying to render a 640x480 RGB565 image using OpenGL ES on Android using GLSurfaceView and Native C code. Initially I had a 0x0501 error with glTexImage2D, which I was able to resolve by changing the image dimensions. But now, in the "drawFrame" call, when I do glDrawTexiOES to resnder the texture, I'm getting the following error on the Logs: drawtex.c:89: DrawTexture: No textures enabled I'm already doing glEnable(GL_TEXTURE_2D), is there anything else I should do? Is there a complete example showing GLSurfaceView with native code using textures? Thanks in advance!

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  • Showing Master/Detail UITableView inside UIPopOverController

    - by tilomitra
    I have a UIPopOverController that shows a UIViewController with a UITableview in its view. The cells in the table have a detailedView, but whenever that view gets pushed, the PopOverController increases in size, and I am left with all this white space inside it. Question is this: Can anyone show me how I can have a Master/Detail UITableview show inside a PopOverController whilst preserving its dimensions? Some of my code if it helps you: //Creating the PopOver with the UIViewController addTaskViewController = [[AddTaskViewController alloc] initWithNibName:@"AddTaskViewController" bundle:nil]; UINavigationController *addTaskNavController = [[UINavigationController alloc] initWithRootViewController:addTaskViewController]; UIPopoverController *addTaskPopOver = [[UIPopoverController alloc] initWithContentViewController:addTaskNavController]; self.addTaskPopOverController = addTaskPopOver; addTaskPopOverController.delegate = self; //...neccessary releases... //Showing the popover when a button is pressed - (void) addTasksButtonPressed:(id)sender { //Display the Popover containing a view from AddTaskViewController [self.addTaskPopOverController setPopoverContentSize:CGSizeMake(400, 700)]; [addTaskPopOverController presentPopoverFromBarButtonItem:sender permittedArrowDirections:UIPopoverArrowDirectionUp animated:YES]; }

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  • Issues using a Fedex Webservice via WDSL/SOAP

    - by Parris
    Hi Everyone, I downloaded the sample code to request a rate from fedex's website... i placed the WSDL file in the proper location, I have my acct number, password, meter number, and key. When I run the script I get this error: Error in processing transaction. ERROR prof 1000 Authentication Failed The script they give is as follows, and yes i do actually replace the XXX and YYY everywhere it says.: <?php // Copyright 2009, FedEx Corporation. All rights reserved. // Version 7.0.0 require_once('fedex-common.php5'); $newline = "<br />"; //The WSDL is not included with the sample code. //Please include and reference in $path_to_wsdl variable. $path_to_wsdl = "RateService_v7.wsdl"; ini_set("soap.wsdl_cache_enabled", "0"); $client = new SoapClient($path_to_wsdl, array('trace' => 1)); // Refer to http://us3.php.net/manual/en/ref.soap.php for more information $request['WebAuthenticationDetail'] = array('UserCredential' => array('Key' => 'XXX', 'Password' => 'YYY')); // Replace 'XXX' and 'YYY' with FedEx provided credentials $request['ClientDetail'] = array('AccountNumber' => 'XXX', 'MeterNumber' => 'YYY');// Replace 'XXX' with your account and meter number $request['TransactionDetail'] = array('CustomerTransactionId' => ' *** Rate Request v7 using PHP ***'); $request['Version'] = array('ServiceId' => 'crs', 'Major' => '7', 'Intermediate' => '0', 'Minor' => '0'); $request['ReturnTransitAndCommit'] = true; $request['RequestedShipment']['DropoffType'] = 'REGULAR_PICKUP'; // valid values REGULAR_PICKUP, REQUEST_COURIER, ... $request['RequestedShipment']['ShipTimestamp'] = date('c'); $request['RequestedShipment']['ServiceType'] = 'FEDEX_GROUND'; // valid values STANDARD_OVERNIGHT, PRIORITY_OVERNIGHT, FEDEX_GROUND, ... $request['RequestedShipment']['PackagingType'] = 'YOUR_PACKAGING'; // valid values FEDEX_BOX, FEDEX_PAK, FEDEX_TUBE, YOUR_PACKAGING, ... $request['RequestedShipment']['Shipper'] = array('Address' => array( 'StreetLines' => array('10 Fed Ex Pkwy'), // Origin details 'City' => 'Memphis', 'StateOrProvinceCode' => 'TN', 'PostalCode' => '38115', 'CountryCode' => 'US')); $request['RequestedShipment']['Recipient'] = array('Address' => array ( 'StreetLines' => array('13450 Farmcrest Ct'), // Destination details 'City' => 'Herndon', 'StateOrProvinceCode' => 'VA', 'PostalCode' => '20171', 'CountryCode' => 'US')); $request['RequestedShipment']['ShippingChargesPayment'] = array('PaymentType' => 'SENDER', 'Payor' => array('AccountNumber' => 'XXX', // Replace 'XXX' with payor's account number 'CountryCode' => 'US')); $request['RequestedShipment']['RateRequestTypes'] = 'ACCOUNT'; $request['RequestedShipment']['RateRequestTypes'] = 'LIST'; $request['RequestedShipment']['PackageCount'] = '2'; $request['RequestedShipment']['PackageDetailSpecified'] = true; $request['RequestedShipment']['PackageDetail'] = 'INDIVIDUAL_PACKAGES'; // Or PACKAGE_SUMMARY $request['RequestedShipment']['RequestedPackageLineItems'] = array('0' => array('Weight' => array('Value' => 2.0, 'Units' => 'LB'), 'Dimensions' => array('Length' => 10, 'Width' => 10, 'Height' => 3, 'Units' => 'IN')), '1' => array('Weight' => array('Value' => 5.0, 'Units' => 'LB'), 'Dimensions' => array('Length' => 20, 'Width' => 20, 'Height' => 10, 'Units' => 'IN'))); try { $response = $client ->getRates($request); if ($response -> HighestSeverity != 'FAILURE' && $response -> HighestSeverity != 'ERROR') { printRequestResponse($client); } else { echo 'Error in processing transaction.'. $newline. $newline; foreach ($response -> Notifications as $notification) { if(is_array($response -> Notifications)) { echo $notification -> Severity; echo ': '; echo $notification -> Message . $newline; } else { echo $notification . $newline; } } } writeToLog($client); // Write to log file } catch (SoapFault $exception) { printFault($exception, $client); } ?> I am not quite sure why it isn't working, i've read about using a proxy, but I am not quite sure how i would use it in this case? Isn't the point of using SOAP and WSDL to avoid using CURL, Direct Connect type stuff?

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  • Uploadify Minimum Image Width And Height

    - by Richard Knop
    So I am using the Uplodify plugin to allow users to upload multiple images at once. The problem is I need to set a minimum width and height for images. Let's say 150x150px is the smallest image users can upload. How can I set this limitation in the Uploadify plugin? When user tries to upload smaller picture, I would like to display some error message as well. Here is the PHP file that is called bu the plugin to upload images: <?php define('BASE_PATH', substr(dirname(dirname(__FILE__)), 0, -22)); // set the include path set_include_path(BASE_PATH . '/../library' . PATH_SEPARATOR . BASE_PATH . '/library' . PATH_SEPARATOR . get_include_path()); // autoload classes from the library function __autoload($class) { include str_replace('_', '/', $class) . '.php'; } $configuration = new Zend_Config_Ini(BASE_PATH . '/application' . '/configs/application.ini', 'development'); $dbAdapter = Zend_Db::factory($configuration->database); Zend_Db_Table_Abstract::setDefaultAdapter($dbAdapter); function _getTable($table) { include BASE_PATH . '/application/modules/default/models/' . $table . '.php'; return new $table(); } $albums = _getTable('Albums'); $media = _getTable('Media'); if (false === empty($_FILES)) { $tempFile = $_FILES['Filedata']['tmp_name']; $extension = end(explode('.', $_FILES['Filedata']['name'])); // insert temporary row into the database $data = array(); $data['type'] = 'photo'; $data['type2'] = 'public'; $data['status'] = 'temporary'; $data['user_id'] = $_REQUEST['user_id']; $paths = $media->add($data, $extension, $dbAdapter); // save the photo move_uploaded_file($tempFile, BASE_PATH . '/public/' . $paths[0]); // create a thumbnail include BASE_PATH . '/library/My/PHPThumbnailer/ThumbLib.inc.php'; $thumb = PhpThumbFactory::create(BASE_PATH . '/public/' . $paths[0]); $thumb->adaptiveResize(85, 85); $thumb->save(BASE_PATH . '/public/' . $paths[1]); // add watermark to the bottom right corner $pathToFullImage = BASE_PATH . '/public/' . $paths[0]; $size = getimagesize($pathToFullImage); switch ($extension) { case 'gif': $im = imagecreatefromgif($pathToFullImage); break; case 'jpg': $im = imagecreatefromjpeg($pathToFullImage); break; case 'png': $im = imagecreatefrompng($pathToFullImage); break; } if (false !== $im) { $white = imagecolorallocate($im, 255, 255, 255); $font = BASE_PATH . '/public/fonts/arial.ttf'; imagefttext($im, 13, // font size 0, // angle $size[0] - 132, // x axis (top left is [0, 0]) $size[1] - 13, // y axis $white, $font, 'HunnyHive.com'); switch ($extension) { case 'gif': imagegif($im, $pathToFullImage); break; case 'jpg': imagejpeg($im, $pathToFullImage, 100); break; case 'png': imagepng($im, $pathToFullImage, 0); break; } imagedestroy($im); } echo "1"; } And here's the javascript: $(document).ready(function() { $('#photo').uploadify({ 'uploader' : '/flash-uploader/scripts/uploadify.swf', 'script' : '/flash-uploader/scripts/upload-public-photo.php', 'cancelImg' : '/flash-uploader/cancel.png', 'scriptData' : {'user_id' : 'USER_ID'}, 'queueID' : 'fileQueue', 'auto' : true, 'multi' : true, 'sizeLimit' : 2097152, 'fileExt' : '*.jpg;*.jpeg;*.gif;*.png', 'wmode' : 'transparent', 'onComplete' : function() { $.get('/my-account/temporary-public-photos', function(data) { $('#temporaryPhotos').html(data); }); } }); $('#upload_public_photo').hover(function() { var titles = '{'; $('.title').each(function() { var title = $(this).val(); if ('Title...' != title) { var id = $(this).attr('name'); id = id.substr(5); title = jQuery.trim(title); if (titles.length > 1) { titles += ','; } titles += '"' + id + '"' + ':"' + title + '"'; } }); titles += '}'; $('#titles').val(titles); }); }); Now bear in mind that I know how to check images dimensions in the PHP file. But I'm not sure how to modify the javascript so it won't upload images with very small dimensions.

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  • Rotate two dimensional array 90 degrees clockwise

    - by user69514
    I have a two dimensional array that I need to rotate 90 degrees clockwise, however I keep getting arrayindexoutofbounds... public int[][] rorateArray(int[][] arr){ //first change the dimensions vertical length for horizontal length //and viceversa int[][] newArray = new int[arr[0].length][arr.length]; //invert values 90 degrees clockwise by starting from button of //array to top and from left to right int ii = 0; int jj = 0; for(int i=0; i<arr[0].length; i++){ for(int j=arr.length-1; j>=0; j--){ newArray[ii][jj] = arr[i][j]; jj++; } ii++; } return newArray; }

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  • Issue with WIC image resizing on ASP.NET MVC 2

    - by Dave
    I am attempting to implement image resizing on user uploads in ASP.NET MVC 2 using a version of the method found: here on asp.net. This works great on my dev machine, but as soon as I put it on my production machine, I start getting the error 'Exception from HRESULT: 0x88982F60' which is supposed to mean that there is an issue decoding the image. However, when I use WICExplorer to open the image, it looks ok. I've also tried this with dozens of images of various sources and still get the error (though possible, I doubt all of them are corrupted). Here is the relevant code (with my debugging statements in there): MVC Controller [Authorize, HttpPost] public ActionResult Upload(string file) { //Check file extension string fx = file.Substring(file.LastIndexOf('.')).ToLowerInvariant(); string key; if (ConfigurationManager.AppSettings["ImageExtensions"].Contains(fx)) { key = Guid.NewGuid().ToString() + fx; } else { return Json("extension not found"); } //Check file size if (Request.ContentLength <= Convert.ToInt32(ConfigurationManager.AppSettings["MinImageSize"]) || Request.ContentLength >= Convert.ToInt32(ConfigurationManager.AppSettings["MaxImageSize"])) { return Json("content length out of bounds: " + Request.ContentLength); } ImageResizerResult irr, irr2; //Check if this image is coming from FF, Chrome or Safari (XHR) HttpPostedFileBase hpf = null; if (Request.Files.Count <= 0) { //Scale and encode image and thumbnail irr = ImageResizer.CreateMaxSizeImage(Request.InputStream); irr2 = ImageResizer.CreateThumbnail(Request.InputStream); } //Or IE else { hpf = Request.Files[0] as HttpPostedFileBase; if (hpf.ContentLength == 0) return Json("hpf.length = 0"); //Scale and encode image and thumbnail irr = ImageResizer.CreateMaxSizeImage(hpf.InputStream); irr2 = ImageResizer.CreateThumbnail(hpf.InputStream); } //Check if image and thumbnail encoded and scaled correctly if (irr == null || irr.output == null || irr2 == null || irr2.output == null) { if (irr != null && irr.output != null) irr.output.Dispose(); if (irr2 != null && irr2.output != null) irr2.output.Dispose(); if(irr == null) return Json("irr null"); if (irr2 == null) return Json("irr2 null"); if (irr.output == null) return Json("irr.output null. irr.error = " + irr.error); if (irr2.output == null) return Json("irr2.output null. irr2.error = " + irr2.error); } if (irr.output.Length > Convert.ToInt32(ConfigurationManager.AppSettings["MaxImageSize"]) || irr2.output.Length > Convert.ToInt32(ConfigurationManager.AppSettings["MaxImageSize"])) { if(irr.output.Length > Convert.ToInt32(ConfigurationManager.AppSettings["MaxImageSize"])) return Json("irr.output.Length > maximage size. irr.output.Length = " + irr.output.Length + ", irr.error = " + irr.error); return Json("irr2.output.Length > maximage size. irr2.output.Length = " + irr2.output.Length + ", irr2.error = " + irr2.error); } //Store scaled and encoded image and thumbnail .... return Json("success"); } The code is always failing when checking if the output stream is null (i.e. irr.output == null is true). ImageResizerResult and ImageResizer public class ImageResizerResult : IDisposable { public MemoryIStream output; public int width; public int height; public string error; public void Dispose() { output.Dispose(); } } public static class ImageResizer { private static Object thislock = new Object(); public static ImageResizerResult CreateMaxSizeImage(Stream input) { uint maxSize = Convert.ToUInt32(ConfigurationManager.AppSettings["MaxImageDimension"]); try { lock (thislock) { // Read the source image var photo = ByteArrayFromStream(input); var factory = (IWICComponentFactory)new WICImagingFactory(); var inputStream = factory.CreateStream(); inputStream.InitializeFromMemory(photo, (uint)photo.Length); var decoder = factory.CreateDecoderFromStream(inputStream, null, WICDecodeOptions.WICDecodeMetadataCacheOnDemand); var frame = decoder.GetFrame(0); // Compute target size uint width, height, outWidth, outHeight; frame.GetSize(out width, out height); if (width > height) { //Check if width is greater than maxSize if (width > maxSize) { outWidth = maxSize; outHeight = height * maxSize / width; } //Width is less than maxSize, so use existing dimensions else { outWidth = width; outHeight = height; } } else { //Check if height is greater than maxSize if (height > maxSize) { outWidth = width * maxSize / height; outHeight = maxSize; } //Height is less than maxSize, so use existing dimensions else { outWidth = width; outHeight = height; } } // Prepare output stream to cache file var outputStream = new MemoryIStream(); // Prepare JPG encoder var encoder = factory.CreateEncoder(Consts.GUID_ContainerFormatJpeg, null); encoder.Initialize(outputStream, WICBitmapEncoderCacheOption.WICBitmapEncoderNoCache); // Prepare output frame IWICBitmapFrameEncode outputFrame; var arg = new IPropertyBag2[1]; encoder.CreateNewFrame(out outputFrame, arg); var propBag = arg[0]; var propertyBagOption = new PROPBAG2[1]; propertyBagOption[0].pstrName = "ImageQuality"; propBag.Write(1, propertyBagOption, new object[] { 0.85F }); outputFrame.Initialize(propBag); outputFrame.SetResolution(96, 96); outputFrame.SetSize(outWidth, outHeight); // Prepare scaler var scaler = factory.CreateBitmapScaler(); scaler.Initialize(frame, outWidth, outHeight, WICBitmapInterpolationMode.WICBitmapInterpolationModeFant); // Write the scaled source to the output frame outputFrame.WriteSource(scaler, new WICRect { X = 0, Y = 0, Width = (int)outWidth, Height = (int)outHeight }); outputFrame.Commit(); encoder.Commit(); return new ImageResizerResult { output = outputStream, height = (int)outHeight, width = (int)outWidth }; } } catch (Exception e) { return new ImageResizerResult { error = "Create maxsizeimage = " + e.Message }; } } } Thoughts on where this is going wrong? Thanks in advance for the effort.

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  • Sparse matrices / arrays in Java

    - by DanM
    I'm working on a project, written in Java, which requires that I build a very large 2-D sparse array. Very sparse, if that makes a difference. Anyway: the most crucial aspect for this application is efficency in terms of time (assume loads of memory, though not nearly so unlimited as to allow me to use a standard 2-D array -- the key range is in the billions in both dimensions). Out of the kajillion cells in the array, there will be several hundred thousand cells which contain an object. I need to be able to modify cell contents VERY quickly. Anyway: Does anyone know a particularly good library for this purpose? It would have to be Berkeley, LGPL or similar license (no GPL, as the product can't be entirely open-sourced). Or if there's just a very simple way to make a homebrew sparse array object, that'd be fine too. I'm considering MTJ, but haven't heard any opinions on its quality. Thanks!! -Dan

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  • Saving a datawindow as PDF in PB 10.5

    - by gd047
    I have a grid datawindow with a picture in it's background (with dimensions of an A4 page) and I would like to export both data and the picture as a (single page) PDF file. I used several combinations of the following commands but at most I got a 0-sized pdf. //dw_1.Modify("Datawindow.Export.PDF.Method = Distill! ") //dw_1.Modify("DataWindow.Export.PDF.Method = XSLFOP! ") dw_1.Object.DataWindow.Export.PDF.Method = Distill! //dw_1.Object.DataWindow.Printer = "\\prntsrvr\pr-6" dw_1.Object.DataWindow.Export.PDF.Distill.CustomPostScript="No" dw_1.SaveAs("c:\dw_one.pdf", PDF!, false) User’s guide (on page 533) says: … the data is printed to a PostScript file and automatically distilled to PDF using GNU Ghostscript… Installing Ghostscript For licensing reasons, Ghostscript is not installed with PowerBuilder. You (and your users) must download and install it before you can use this technique… Does anyone have any idea what is the procedure?

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  • PHP: testing for existence of a cell in a multidimensional array

    - by gidireich
    Hi, I have an array with numerous dimensions. Want to test for existence of a cell. The below cascaded approach, will be for sure a safe way to do it: if (array_key_exists($arr, 'dim1Key')) if (array_key_exists($arr['dim1Key'], 'dim2Key')) if (array_key_exists($arr['dim1Key']['dim2Key'], 'dim3Key')) echo "cell exists"; But it there a simpler way? I'll go into more details about this: 1. Can I perform this check in one single statement? 2. Do I have to use array_key_exist or can I use something like isset? Will appreciate if someone explains when to use each and why Thanks Gidi

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  • Decoding bitmaps in Android with the right size

    - by hgpc
    I decode bitmaps from the SD card using BitmapFactory.decodeFile. Sometimes the bitmaps are bigger than what the application needs or that the heap allows, so I use BitmapFactory.Options.inSampleSize to request a subsampled (smaller) bitmap. The problem is that the platform does not enforce the exact value of inSampleSize, and I sometimes end up with a bitmap either too small, or still too big for the available memory. From http://developer.android.com/reference/android/graphics/BitmapFactory.Options.html#inSampleSize: Note: the decoder will try to fulfill this request, but the resulting bitmap may have different dimensions that precisely what has been requested. Also, powers of 2 are often faster/easier for the decoder to honor. How should I decode bitmaps from the SD card to get a bitmap of the exact size I need while consuming as little memory as possible to decode it?

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  • Mat matrix multiplication, openCV?

    - by facebook-1593205594
    I initialized two Mat images as: Mat ft=Mat::zeros(src.rows,src.cols,CV_32FC1),h=Mat::zeros(src.rows,src.cols,CV_32FC1); and then i have some calculations: ft has fourier transform stored for an image, and h has matrix for Laplacian filtering in fourier domain.......they both have same dimensions, and then i did multiplication of them using both h*ft and gemm(h,ft,1,NULL,0,temp); function call but while executing it shows some problems..... it reads like this: opencv error assertion failed (some long code and at last says something about gemm in ....matmul.cpp)......termination called after throwing exception of 'cv::exception'

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  • In SQL Server Business Intelligence, why would I create a report model from an OLAP cube?

    - by ngm
    In Business Intelligence Developer Studio, I'm wondering why one would want to create a report model from an OLAP cube. As far as I understand it, OLAP cubes and report models are both business-oriented views of underlying structures (usually relational databases) that may not mean much to a business user. The cube is a multidimensional view in terms of dimensions and measures, and the report model is... well I'm not sure entirely -- is it a more business-oriented, but still essentially relational view? Anyway, in Report Builder I can connect directly to both an OLAP cube or a report model. So I don't see why, if I have an OLAP cube which already provides a business-oriented view of the data suitable for end-users, why I would then convert that to a report model and use that in Report Builder instead. I think I'm obviously missing some fundamental difference between report models and cubes -- any help appreciated!

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  • Computational geometry: find where the triangle is after rotation, translation or reflection on a mi

    - by newba
    I have a small contest problem in which is given a set of points, in 2D, that form a triangle. This triangle may be subject to an arbitrary rotation, may be subject to an arbitrary translation (both in the 2D plane) and may be subject to a reflection on a mirror, but its dimensions were kept unchanged. Then, they give me a set of points in the plane, and I have to find 3 points that form my triangle after one or more of those geometric operations. Example: 5 15 8 5 20 10 6 5 17 5 20 20 5 10 5 15 20 15 10 I bet that have to apply some known algorithm, but I don't know which. The most common are: convex hull, sweep plane, triangulation, etc. Can someone give a tip? I don't need the code, only a push, please!

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  • JQuery: Problem in getting element's width in Chrome

    - by Sarfraz
    Hello, Suppose I have this image: <img src="images/01.jpg" border="0" rel="shadow" /> Then with JQuery, I get its width using: $('[rel="shadow"]').width(); Firefox and IE report correct dimensions of the image eg 140px while Chrome reports 0. How to solve this problem? Note: I don't want to set explicit width for images eg: <img src="images/01.jpg" border="0" rel="shadow" width="140" /> So, how to get width in cross-browser way which is not defined in width attribute of elements? Thanks

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  • How to reshape matrices in Mathematica

    - by speciousfool
    When manipulating matrices it is often convenient to change their shape. For instance, to turn an N x M sized matrix into a vector of length N X M. In MATLAB a reshape function exists: RESHAPE(X,M,N) returns the M-by-N matrix whose elements are taken columnwise from X. An error results if X does not have M*N elements. In the case of converting between a matrix and vector I can use the Mathematica function Flatten which takes advantage of Mathematica's nested list representation for matrices. As a quick example, suppose I have a matrix X: With Flatten[X] I can get the vector {1,2,3,...,16}. But what would be far more useful is something akin to applying Matlab's reshape(X,2,8) which would result in the following Matrix: This would allow creation of arbitrary matrices as long as the dimensions equal N*M. As far as I can tell, there isn't anything built in which makes me wonder if someone hasn't coded up a Reshape function of their own.

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  • Execute a function when a <link> element has finished loading

    - by nornagon
    I'm using jQuery Masonry to lay out my page, but I'm using a custom @font-face font. The problem being that Masonry doesn't know the metrics of the font until it's loaded. The Masonry docs suggest that you use $(window).load() instead of $(document).ready() to call the layout functions, but I don't want to have to wait until all the images etc. load. I can specify the dimensions of the images exactly, so Masonry doesn't need to wait until they're loaded. It's just the text that's the problem. How can I get jQuery to call a callback when the <link> element that links in the font finishes loading?

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  • Null Pointer Exception on a 2D array (Java)

    - by user315156
    I have a class, "Tetris", in which one of the instance variables is "board". "board" is 2D array of Color objects. Upon the creation of a tetris object I call a method that sets the dimensions of board and then sets all of the Color objects to be the Default value, that is to say, Color.blue. public Tetris(int rows, int cols){ this.rows = rows; this.cols = cols; reset(rows, cols); } public void reset(int rows, int cols){ Color[][] board = new Color[rows][cols]; for(int i = 0; i Unfortunately, when I run the code (which obviously has not been posted in its entirety) I get a null pointer exception on the line: board[i][j] = DEFAULT_COLOR; // Color.blue; //DEFAULT-COLOR. Is there anything obviously wrong with what I am doing? (Sorry if there are glaring format issues, this is my first time on Stack Overflow)

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  • Django resizing an image pre save using PIL

    - by Ed
    Ugh, I hate having to ask a question on such a common feature, but. . . I'm using an ImageField in a form to upload a photo to S3. I want to resize the image before it is uploaded to S3. I'm trying to use PIL to test the dimensions and resize if necessary. The Image.open() part is throwing me though. It wants a filepath, and the ImageField from the form is only returning the actual file and filename. How can I resize the image before it's saved to S3? Before we get to this point, I'm not using sorl because I believe sorl is compatible with models using ImageFields. But the model associated with the saved S3 images holds just the url of the image on S3 as opposed to using ImageFields.

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  • Wordpress plugin for enhanced WYSIWYG image resizing?

    - by Gnee
    Really, really trying to find a plugin that gives adds functionality to the image-resize functions in Wordpress's WYSIWYG editor. Something where the use of 'Gallery' is not mandatory – just an upload straight from the post editor. In a post, when an image is linked to from another site, there are less options – unlike when an image is uploaded. • You can resize, but it's 100%, 110%, 120%, 130% ....Instead of thumbnail, large, medium, etc, when you upload. •These dimension rarely match the dimensions needed. I know you can type in the W x H in the advanced tab, but my quest to find a better solution is really for the clients using the site. If anyone knows a solution / plugin / modification for this, I'd love to hear it!!

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  • Simplex noise vs Perlin noise

    - by raRaRa
    I would like to know why Perlin noise is still so popular today after Simplex came out. Simplex noise was made by Ken Perlin himself and it was suppose to take over his old algorithm which was slow for higher dimensions and with better quality (no visible artifacts). Simplex noise came out in 2001 and over those 10 years I've only seen people talk of Perlin noise when it comes to generating heightmaps for terrains, creating procedural textures, et cetera. Could anyone help me out, is there some downside of Simplex noise? I heard rumors that Perlin noise is faster when it comes to 1D and 2D noise, but I don't know if it's true or not. Thanks!

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