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  • How to Use the Signature Editor in Outlook 2013

    - by Lori Kaufman
    The Signature Editor in Outlook 2013 allows you to create a custom signature from text, graphics, or business cards. We will show you how to use the various features of the Signature Editor to customize your signatures. To open the Signature Editor, click the File tab and select Options on the left side of the Account Information screen. Then, click Mail on the left side of the Options dialog box and click the Signatures button. For more details, refer to one of the articles mentioned above. Changing the font for your signature is pretty self-explanatory. Select the text for which you want to change the font and select the desired font from the drop-down list. You can also set the justification (left, center, right) for each line of text separately. The drop-down list that reads Automatic by default allows you to change the color of the selected text. Click OK to accept your changes and close the Signatures and Stationery dialog box. To see your signature in an email, click Mail on the Navigation Bar. Click New Email on the Home tab. The Message window displays and your default signature is inserted into the body of the email. NOTE: You shouldn’t use fonts that are not common in your signatures. In order for the recipient to see your signature as you intended, the font you choose also needs to be installed on the recipient’s computer. If the font is not installed, the recipient would see a different font, the wrong characters, or even placeholder characters, which are empty square boxes. Close the Message window using the File tab or the X button in the upper, right corner of the Message window. You can save it as a draft if you want, but it’s not necessary. If you decide to use a font that is not common, a better way to do so would be to create a signature as an image, or logo. Create your image or logo in an image editing program making it the exact size you want to use in your signature. Save the image in a file size as small as possible. The .jpg format works well for pictures, the .png format works well for detailed graphics, and the .gif format works well for simple graphics. The .gif format generally produces the smallest files. To insert an image in your signature, open the Signatures and Stationery dialog box again. Either delete the text currently in the editor, if any, or create a new signature. Then, click the image button on the editor’s toolbar. On the Insert Picture dialog box, navigate to the location of your image, select the file, and click Insert. If you want to insert an image from the web, you must enter the full URL for the image in the File name edit box (instead of the local image filename). For example, http://www.somedomain.com/images/signaturepic.gif. If you want to link to the image at the specified URL, you must also select Link to File from the Insert drop-down list to maintain the URL reference. The image is inserted into the Edit signature box. Click OK to accept your changes and close the Signatures and Stationery dialog box. Create a new email message again. You’ll notice the image you inserted into the signature displays in the body of the message. Close the Message window using the File tab or the X button in the upper, right corner of the Message window. You may want to put a link to a webpage or an email link in your signature. To do this, open the Signatures and Stationery dialog box again. Enter the text to display for the link, highlight the text, and click the Hyperlink button on the editor’s toolbar. On the Insert Hyperlink dialog box, select the type of link from the list on the left and enter the webpage, email, or other type of address in the Address edit box. You can change the text that will display in the signature for the link in the Text to display edit box. Click OK to accept your changes and close the dialog box. The link displays in the editor with the default blue, underlined text. Click OK to accept your changes and close the Signatures and Stationery dialog box. Here’s an example of an email message with a link in the signature. Close the Message window using the File tab or the X button in the upper, right corner of the Message window. You can also insert your contact information into your signature as a Business Card. To do so, click Business Card on the editor’s toolbar. On the Insert Business Card dialog box, select the contact you want to insert as a Business Card. Select a size for the Business Card image from the Size drop-down list. Click OK. The Business Card image displays in the Signature Editor. Click OK to accept your changes and close the Signatures and Stationery dialog box. When you insert a Business Card into your signature, the Business Card image displays in the body of the email message and a .vcf file containing your contact information is attached to the email. This .vcf file can be imported into programs like Outlook that support this format. Close the Message window using the File tab or the X button in the upper, right corner of the Message window. You can also insert your Business Card into your signature without the image or without the .vcf file attached. If you want to provide recipients your contact info in a .vcf file, but don’t want to attach it to every email, you can upload the .vcf file to a location on the internet and add a link to the file, such as “Get my vCard,” in your signature. NOTE: If you want to edit your business card, such as applying a different template to it, you must select a different View other than People for your Contacts folder so you can open the full contact editing window.     

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  • Day 3 - XNA: Hacking around with images

    - by dapostolov
    Yay! Today I'm going to get into some code! My mind has been on this all day! I find it amusing how I practice, daily, to be "in the moment" or "present" and the excitement and anticipation of this project seems to snatch it away from me frequently. WELL!!! (Shakes Excitedly) Let's do this =)! Let's code! For these next few days it is my intention to better understand image rendering using XNA; after said prototypes are complete I should (fingers crossed) be able to dive into my game code using the design document I hammered out the other night. On a personal note, I think the toughest thing right now is finding the time to do this project. Each night, after my little ones go to bed I can only really afford a couple hours of work on this project. However, I hope to utilise this time as best as I can because this is the first time in a while I've found a project that I've been passionate about. A friend recently asked me if I intend to go 3D or extend the game design. Yes. For now I'm keeping it simple. Lastly, just as a note, as I was doing some further research into image rendering this morning I came across some other XNA content and lessons learned. I believe this content could have probably been posted in the first couple of posts, however, I will share the new content as I learn it at the end of each day. Maybe I'll take some time later to fix the posts but for now Installation and Deployment - Lessons Learned I had installed the XNA studio  (Day 1) and the site instructions were pretty easy to follow. However, I had a small difficulty with my development environment. You see, I run a virtual desktop development environment. Even though I was able to code and compile all the tutorials the game failed to run...because I lacked a 3D capable card; it was not detected on the virtual box... First Lesson: The XNA runtime needs to "see" the 3D card! No sweat, Il copied the files over to my parent box and executed the program. ERROR. Hmm... Second Lesson (which I should have probably known but I let the excitement get the better of me): you need the XNA runtime on the client PC to run the game, oh, and don't forget the .Net Runtime! Sprite, it ain't just a Soft Drink... With these prototypes I intend to understand and perform the following tasks. learn game development terminology how to place and position (rotate) a static image on the screen how to layer static images on the screen understand image scaling can we reuse images? understand how framerate is handled in XNA how to display text , basic shapes, and colors on the screen how to interact with an image (collision of user input?) how to animate an image and understand basic animation techniques how to detect colliding images or screen edges how to manipulate the image, lets say colors, stretching how to focus on a segment of an image...like only displaying a frame on a film reel what's the best way to manage images (compression, storage, location, prevent artwork theft, etc.) Well, let's start with this "prototype" task list for now...Today, let's get an image on the screen and maybe I can mark a few of the tasks as completed... C# Prototype1 New Visual Studio Project Select the XNA Game Studio 3.1 Project Type Select the Windows Game 3.1 Template Type Prototype1 in the Name textbox provided Press OK. At this point code has auto-magically been created. Feel free to press the F5 key to run your first XNA program. You should have a blue screen infront of you. Without getting into the nitty gritty right, the code that was generated basically creates some basic code to clear the window content with the lovely CornFlowerBlue color. Something to notice, when you move your mouse into the window...nothing. ooooo spoooky. Let's put an image on that screen! Step A - Get an Image into the solution Under "Content" in your Solution Explorer, right click and add a new folder and name it "Sprites". Copy a small image in there; I copied a "Royalty Free" wizard hat from a quick google search and named it wizards_hat.jpg (rightfully so!) Step B - Add the sprite and position fields Now, open/edit  Game1.cs Locate the following line:  SpriteBatch spriteBatch; Under this line type the following:         SpriteBatch spriteBatch; // the line you are looking for...         Texture2D sprite;         Vector2 position; Step C - Load the image asset Locate the "Load Content" Method and duplicate the following:             protected override void LoadContent()         {             spriteBatch = new SpriteBatch(GraphicsDevice);             // your image name goes here...             sprite = Content.Load<Texture2D>("Sprites\\wizards_hat");             position = new Vector2(200, 100);             base.LoadContent();         } Step D - Draw the image Locate the "Draw" Method and duplicate the following:        protected override void Draw(GameTime gameTime)         {             GraphicsDevice.Clear(Color.CornflowerBlue);             spriteBatch.Begin(SpriteBlendMode.AlphaBlend);             spriteBatch.Draw(sprite, position, Color.White);             spriteBatch.End();             base.Draw(gameTime);         }  Step E - Compile and Run Engage! (F5) - Debug! Your image should now display on a cornflowerblue window about 200 pixels from the left and 100 pixels from the top. Awesome! =) Pretty cool how we only coded a few lines to display an image, but believe me, there is plenty going on behind the scenes. However, for now, I'm going to call it a night here. Blogging all this progress certainly takes time... However, tomorrow night I'm going to detail what we just did, plus start checking off points on that list! I'm wondering right now if I should add pictures / code to this post...let me know if you want them =) Best Regards, D.

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  • BitBlt ignores CAPTUREBLT and seems to always capture a cached copy of the target...

    - by Jake Petroules
    I am trying to capture screenshots using the BitBlt function. However, every single time I capture a screenshot, the non-client area NEVER changes no matter what I do. It's as if it's getting some cached copy of it. The client area is captured correctly. If I close and then re-open the window, and take a screenshot, the non-client area will be captured as it is. Any subsequent captures after moving/resizing the window have no effect on the captured screenshot. Again, the client area will be correct. Furthermore, the CAPTUREBLT flag seems to do absolutely nothing at all. I notice no change with or without it. Here is my capture code: QPixmap WindowManagerUtils::grabWindow(WId windowId, GrabWindowFlags flags, int x, int y, int w, int h) { RECT r; switch (flags) { case WindowManagerUtils::GrabWindowRect: GetWindowRect(windowId, &r); break; case WindowManagerUtils::GrabClientRect: GetClientRect(windowId, &r); break; case WindowManagerUtils::GrabScreenWindow: GetWindowRect(windowId, &r); return QPixmap::grabWindow(QApplication::desktop()->winId(), r.left, r.top, r.right - r.left, r.bottom - r.top); case WindowManagerUtils::GrabScreenClient: GetClientRect(windowId, &r); return QPixmap::grabWindow(QApplication::desktop()->winId(), r.left, r.top, r.right - r.left, r.bottom - r.top); default: return QPixmap(); } if (w < 0) { w = r.right - r.left; } if (h < 0) { h = r.bottom - r.top; } #ifdef Q_WS_WINCE_WM if (qt_wince_is_pocket_pc()) { QWidget *widget = QWidget::find(winId); if (qobject_cast<QDesktopWidget*>(widget)) { RECT rect = {0,0,0,0}; AdjustWindowRectEx(&rect, WS_BORDER | WS_CAPTION, FALSE, 0); int magicNumber = qt_wince_is_high_dpi() ? 4 : 2; y += rect.top - magicNumber; } } #endif // Before we start creating objects, let's make CERTAIN of the following so we don't have a mess Q_ASSERT(flags == WindowManagerUtils::GrabWindowRect || flags == WindowManagerUtils::GrabClientRect); // Create and setup bitmap HDC display_dc = NULL; if (flags == WindowManagerUtils::GrabWindowRect) { display_dc = GetWindowDC(NULL); } else if (flags == WindowManagerUtils::GrabClientRect) { display_dc = GetDC(NULL); } HDC bitmap_dc = CreateCompatibleDC(display_dc); HBITMAP bitmap = CreateCompatibleBitmap(display_dc, w, h); HGDIOBJ null_bitmap = SelectObject(bitmap_dc, bitmap); // copy data HDC window_dc = NULL; if (flags == WindowManagerUtils::GrabWindowRect) { window_dc = GetWindowDC(windowId); } else if (flags == WindowManagerUtils::GrabClientRect) { window_dc = GetDC(windowId); } DWORD ropFlags = SRCCOPY; #ifndef Q_WS_WINCE ropFlags = ropFlags | CAPTUREBLT; #endif BitBlt(bitmap_dc, 0, 0, w, h, window_dc, x, y, ropFlags); // clean up all but bitmap ReleaseDC(windowId, window_dc); SelectObject(bitmap_dc, null_bitmap); DeleteDC(bitmap_dc); QPixmap pixmap = QPixmap::fromWinHBITMAP(bitmap); DeleteObject(bitmap); ReleaseDC(NULL, display_dc); return pixmap; } Most of this code comes from Qt's QWidget::grabWindow function, as I wanted to make some changes so it'd be more flexible. Qt's documentation states that: The grabWindow() function grabs pixels from the screen, not from the window, i.e. if there is another window partially or entirely over the one you grab, you get pixels from the overlying window, too. However, I experience the exact opposite... regardless of the CAPTUREBLT flag. I've tried everything I can think of... nothing works. Any ideas?

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  • what is the proper way to set a UIImageView with a UIImage?

    - by RexOnRoids
    I have a UIImageView that starts off with an image (loading.png) specified in IB. When my app starts, a new image is downloaded from the internet to replace the existing one. I do the following to replace the image: if(object.imageView.image != nil){ [object.imageView.image release]; object.imageView.image = nil; } object.imageView.image = [UIImage imageNamed:@"downloadedimage.png"]; Is this the right way to re-set an image? I am getting EXC_BAD_ACCESS when doing so.

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  • How to set default name to GtkComboBox?

    - by PP
    I want to set my GtkComboBox to have some default value/name, on it as follows: +---------------+---+ | Image Options | X | +---------------+---+ | Image Option 1 | +-------------------+ | Image Option 2 | +-------------------+ | Image Option 3 | +-------------------+ "Image Options" will be just a Title and it will disappear once user selects any option from list. when user click on the list and selects "Image Option 3" then it will display selected value insted of "Image Options". "Image Options" will not be a part of option list.

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  • Ubuntu Natty: 32-bit userland, 64-bit kernel?

    - by dsimcha
    I'm trying to manually install a 64-bit kernel for 32-bit Ubuntu. I have my reasons for doing so, but they're too complicated to explain here. Prior to Natty, this worked fine. Now, on Natty, I get the following error message when I try doing it the same way: dsimcha@dsimcha-laptop:~$ sudo dpkg -i --force-architecture linux-image-2.6.38-8-server_2.6.38-8.42_amd64.deb [sudo] password for dsimcha: dpkg: error processing linux-image-2.6.38-8-server_2.6.38-8.42_amd64.deb (--install): cannot access archive: No such file or directory Errors were encountered while processing: linux-image-2.6.38-8-server_2.6.38-8.42_amd64.deb dsimcha@dsimcha-laptop:~$ cd Downloads/ dsimcha@dsimcha-laptop:~/Downloads$ sudo dpkg -i --force-architecture linux-image-2.6.38-8-server_2.6.38-8.42_amd64.deb dpkg: warning: overriding problem because --force enabled: package architecture (amd64) does not match system (i386) (Reading database ... 159153 files and directories currently installed.) Preparing to replace linux-image-2.6.38-8-server:amd64 2.6.38-8.42 (using linux-image-2.6.38-8-server_2.6.38-8.42_amd64.deb) ... Done. Unpacking replacement linux-image-2.6.38-8-server:amd64 ... Examining /etc/kernel/postrm.d . run-parts: executing /etc/kernel/postrm.d/initramfs-tools 2.6.38-8-server /boot/vmlinuz-2.6.38-8-server run-parts: executing /etc/kernel/postrm.d/zz-update-grub 2.6.38-8-server /boot/vmlinuz-2.6.38-8-server dpkg: dependency problems prevent configuration of linux-image-2.6.38-8-server:amd64: linux-image-2.6.38-8-server:amd64 depends on initramfs-tools (>= 0.36ubuntu6). linux-image-2.6.38-8-server:amd64 depends on coreutils | fileutils (>= 4.0); however: Package coreutils:amd64 is not installed. linux-image-2.6.38-8-server:amd64 depends on module-init-tools (>= 3.3-pre11-4ubuntu3); however: linux-image-2.6.38-8-server:amd64 depends on wireless-crda; however: dpkg: error processing linux-image-2.6.38-8-server:amd64 (--install): dependency problems - leaving unconfigured Errors were encountered while processing: linux-image-2.6.38-8-server:amd64 When I try the dependencies manually, I get, for example: dsimcha@dsimcha-laptop:~/Downloads$ sudo dpkg -i --force-architecture coreutils_8.5-1ubuntu6_amd64.deb dpkg: warning: overriding problem because --force enabled: package architecture (amd64) does not match system (i386) dpkg: error processing coreutils_8.5-1ubuntu6_amd64.deb (--install): coreutils:amd64 8.5-1ubuntu6 (Multi-Arch: no) is not co-installable with coreutils:i386 8.5-1ubuntu6 (Multi-Arch: no) which is currently installed Errors were encountered while processing: coreutils_8.5-1ubuntu6_amd64.deb Has anyone had any success installing 64-bit kernels on 32-bit Natty? If so, how can this be done?

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  • How to save image to iphone's AddressBook using SDK API ?

    - by apple.dev
    My purpose is to process one image from image library, and save this image directly to one person record (i,e, "Tom" ), which is selected from AddressBook, I can see the new image replace Tom's previous image, but I can not save it to AddressBook. I implemented delegate ABPeoplePickerNavigationControllerDelegate, and using following logics, but whatever I tried, modified records can not be saved to address books. Any clues or suggest ? Thanks ABAddressBookRef addressBook= ABAddressBookCreate(); CFErrorRef error = NULL; BOOL wantToSaveChanges = YES; ABRecordSetValue(person, kABPersonFirstNameProperty, @"Shi", &error);//, &error) NSData * dataRef = UIImagePNGRepresentation(cellImage); ABPersonSetImageData(person, dataRef, &error); if (ABAddressBookHasUnsavedChanges(addressBook)) {\ NSLog(@"need to save "); if (wantToSaveChanges) { ABAddressBookSave(addressBook, &error); } else { ABAddressBookRevert(addressBook); } }else { NSLog(@"no changes"); } if (error != NULL) {/*... Handle error. ...*/ NSLog(@"error happened here " ); } CFRelease(addressBook);

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  • How do I make silverlight button transparent while showing the image?

    - by jadoti
    I have a button that is programatically created, it's content is a stack panel with an image and a textblock. This all works great. I want to make the button behind the image and text transparent, so that the image and text looks like it's sitting on the background, but still have all the properties of the button (i.e. someone clicks in the button region it still registers the button click event). I have been playing with opacities, but every opacity I play with dealing with the button seems to set the whole button (image and text included) to that opacity value as well. How can I make the button opaque while making the text and image content still visible? Oh, this is silverlight 3. Thanks in advance.

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  • How to prevent DOS attacks using image resizing in an ASP.NET application?

    - by Waleed Eissa
    I'm currently developing a site where users can upload images to use as avatars, I know this makes me sound a little paranoid but I was wondering what if a malicious user uploads an image with incredibly large dimensions that will eat the server memory (as a DOS attack), I already have a limit on the file size that can be uploaded (250 k) but even that size can allow for an image with incredibly large dimensions if the image for example is a JPEG that contains one color and created with a very low quality setting. Taking into consideration that the image is uploaded as a bitmap in memory when being resized (ie. not compressed), I wonder if such DOS attacks occur, even to check the image dimensions it has to be uploaded in memory first, did you hear about any attacks that exploited this? Am I too worried?

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  • jQuery onchange/onfocus select box to display an image?

    - by SoulieBaby
    Hi all, I need some help finding a jQuery plugin which will allow me to display an image preview from a select list of images - onfocus/onchange.. Example: <select name="image" id="image" class="inputbox" size="1"> <option value=""> - Select Image - </option> <option value="image1.jpg">image1.jpg</option> <option value="image2.jpg">image2.jpg</option> <option value="image3.jpg">image3.jpg</option> </select> <div id="imagePreview"> displays image here </div> Has anyone come across something like this? I've tried searching for it to no avail.. Thank you!

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  • Customizing scrollable plugin with prevpage and nextpage over the image? (see mock up)

    - by aaandre
    Hi, I am implementing a scrollable for a portfolio gallery. (scrollable = scrollable plugin from http://flowplayer.org/tools/index.html ) There will be one item visible at a time. By default, scrollable positions the prev/next buttons outside of the image area and clicking on the current image advances the scrollable content. I would like to have the prev/next render within the image area. I would like to have an image caption appear when mousing over the lower part of the image. Mock-up: http://i303.photobucket.com/albums/nn160/upstagephoto/mockups/scrollable_mockup.jpg Any ideas on how to achieve one or both of these? Thank you!

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  • C# WinForms: How to load an image, then wait a few seconds, then play a mp3 sound ?

    - by ibmkahm
    Hello everybody, (after pressing a button) i would like to show an image (using a picturebox), wait a few seconds and then play a mp3 sound, but i dont get it to work. To wait a few seconds i use "System.Threading.Thread.Sleep(5000)". The problem is, the image alway appears AFTER the wait time, but i want it to show first, then wait, then play the mp3... i tried to use "WaitOnLoad = true" but it doesnt work, shouldn't it load the image first and the continue to read the next code line ?? Here is the code i've tried, that doesnt work: private void button1_Click(object sender, EventArgs e) { pictureBox1.WaitOnLoad = true; pictureBox1.Load("image.jpg"); System.Threading.Thread.Sleep(5000); MessageBox.Show("test"); //just to test, here should be the code to play the mp3 } (i also tried loading the image with "LoadAsync" and put the code to wait and play the mp3 in the "LoadCompleted" event, but that doesnt work either...) would be very nice if somebody helps me

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  • What is the best type to use for returning an image in my C# library project?

    - by Sergio Tapia
    I'm making a project that will scrap information about a movie and return all sorts of goodies. This will be a .dll that other developers will use in their projects. For example, if they want to set a pictureBox image to the movies poster, what would be the best way to handle my library returning the image? //Set the image to The Matrix poster. pictureBox1.Image = MyLibrary.GetPoster("The Matrix"); Should I return an Image? A Byte[] array?

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  • How to add a local image in my firefox entension?

    - by jin
    I am developing a firefox extension and create a table and in it add a image , and I create a image with : var _img = document.createElementNS("http://www.mozilla.org/keymaster/gatekeeper/there.is.only.xul", "xul:image"); and then I found I couldn't set its attribute "src" with a local image just like use its Url: chrome:\...., so I have to locate it in a web url:http:\ , but a problem will arise, when the http:\ couldn't be visted, How to do? if can I set the attribute of a image with a local url? Thank you very much!

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  • How do I create and append an image with Javascript/jQuery?

    - by Chris Armstrong
    I'm using the following code to create an image element, load it, then append it to the article on load. $('<img />') .attr('src', 'image.png') //actually imageData[0].url .load(function(){ $('article').append( $(this) ); alert('image added'); }); The alert is firing off ok, but the image doesn't appear, and when I inspect the element it has been added without the closing slash <img src='image.png' > Why is the browser removing the forward slash and how do I stop it?

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  • How to scroll the content without scrolling the image in the background using UIScrollView ?

    - by Raymond Choong
    I am trying to scroll the content without scrolling the image in the background using UIScrollView. I am using IB and setting the FileOwner View to point to the Scroll View (Image View is a child of the Scroll view). I have made the image height to be 960 pixels. I have also set scrolling content size in the vierController that owns this UIView (void)viewDidLoad { UIScrollView *tempScrollView = (UIScrollView *)self.view; tempScrollView.contentSize=CGSizeMake(320, 960); } My problem is that the Image only appears moves along with the content. I have tried taking out the settings in viewDidLoad, but the scrolling cease to function. I have also tried changing the location of the image and have it placed under VIEW instead of Scoll View (by the way Scroll View is a child of VIEW), but that resulted in the app breaking (termination error). Any advice would be appreciated.

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  • How do I change the background image of my iPhone app?

    - by alJaree
    Hello I have looked around and found some code which so called chooses an image from an array of image objects, but cant find an explanation. I would like to make my app have a background image and the user can select next and previous buttons to scroll through some full screen images, setting them as the background image as they scroll. I know how to do this in java, but cant seem to do it for this app. How or what code is linked to a next button to grab the next image in the array and reverse for the back button? Then that needs to be displayed obviously. I have used a layered architecture with a MVC style approach but cant seem to put it together with Objective-C. Would the buttons call the appropriate methods of the so called delegates, which the delegates handle fetching and returning the Images? Would the buttons use the returned images and actually handle the redrawing? I would really appreciate the help. Regards Jarryd

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  • How do I place an image centered in a DIV and text to the right? Overflow problems

    - by user2218041
    I have a div container where I want to put in a centered image and a small description to the right. The specifications are: The image should have a bottom margin of 35px. The image should always show fully on the screen, so it resizes when the screen does. It should have the biggest size possible, but never be cropped and never use scrollbars. The image should be centered with respect to the container, with the text showing on the right margin. The text should be left-aligned horizontally, center-aligned vertically and have a 30px separation from the image. I've tried using a table in the container and using divs, but I can't find a clean solution. I can show you the non-working code I've tried on request.

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  • How do I change the background image of my app?

    - by user356387
    Hello I have looked around and found some code which so called chooses an image from an array of image objects, but cant find an explanation. I would like to make my app have a background image and the user can select next and previous buttons to scroll through some full screen images, setting them as the background image as they scroll. I know how to do this in java, but cant seem to do it for this app. How or what code is linked to a next button to grab the next image in the array and reverse for the back button? Then that needs to be displayed obviously. I have used a layered architecture with a MVC style approach but cant seem to put it together with Objective-C. Would the buttons call the appropriate methods of the so called delegates, which the delegates handle fetching and returning the Images? Would the buttons use the returned images and actually handle the redrawing? I would really appreciate the help. Regards Jarryd

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  • Why won't my code work in Ubuntu Server 11.10? Is it because of gd library?

    - by Derrick
    I get this error when running the following code: No such file found at "widgets/104-text.png" I know that the code works because it works on my other non-ubuntu server. I do not know if it is gd library or what. I tried both the bundled version and the non-bundled and both do not make this code work. $con = mysql_connect("localhost","user","abc123"); if (!$con) { die('Could not connect: ' . mysql_error()); } mysql_select_db("satabase_name", $con); $productid2 = $this->product->id; $thename = mysql_query("SELECT * FROM pshop_product_lang WHERE id_product = '$productid2' LIMIT 1"); $thename2 = mysql_fetch_array($thename); $string2 = $thename2['name']; $string = (strlen($string2) > 25) ? substr($string2, 0, 25) . '...' : $string2; $font = 4; $width = imagefontwidth($font) * strlen($string); $height = imagefontheight($font); $image = imagecreatetruecolor ($width,$height); $white = imagecolorallocate ($image,255,255,255); $black = imagecolorallocate ($image,0,0,0); imagefill($image,0,0,$white); imagestring($image,$font,0,0,$string, $black); imagepng($image, 'widgets/' . $productid2 . '-text.png'); $getimg110 = mysql_query("SELECT * FROM pshop_image WHERE id_product = '$productid2'"); $gotimg110 = mysql_fetch_array($getimg110); $slash110 = addcslashes($gotimg110[id_image], '\0..\999999999999999999999'); $str110 = str_replace('\\', '/', $slash110); $newimg110 = '<img src="img/p' . $str110 . '/' . $gotimg110[id_image] . '-large_default.jpg" />'; include("conf.inc.php"); include('ImageWorkshop.php'); // Initialization of layer you need $pinguLayer = new ImageWorkshop(array( 'imageFromPath' => 'widgets/background.png', )); $pinguLayer2 = new ImageWorkshop(array( 'imageFromPath' => 'img/p' . $str110 . '/' . $gotimg110[id_image] . '-large_default.jpg', )); $pinguLayer3 = new ImageWorkshop(array( 'imageFromPath' => 'widgets/' . $productid2 . '-text.png', )); // resize pingu layer $thumbWidth2 = 150; // px $thumbHeight2 = 150; $thumbWidth = 400; // px $thumbHeight = 200; $pinguLayer2->resizeInPixel($thumbWidth2, $thumbHeight2); $pinguLayer->resizeInPixel($thumbWidth, $thumbHeight); // Add 2 layers on pingu layer $pinguLayer->addLayerOnTop($pinguLayer2, null, null, 'LM'); $pinguLayer->addLayerOnTop($pinguLayer3, 70, 25, 'MM'); // Saving the result in a folder $pinguLayer->save("widgets/", $productid2 . ".gif", true, null, 95); The file path is correct, however this part of the code is not creating the image as it is supposed to: $thename2 = mysql_fetch_array($thename); $string2 = $thename2['name']; $string = (strlen($string2) > 25) ? substr($string2, 0, 25) . '...' : $string2; $font = 4; $width = imagefontwidth($font) * strlen($string); $height = imagefontheight($font); $image = imagecreatetruecolor ($width,$height); $white = imagecolorallocate ($image,255,255,255); $black = imagecolorallocate ($image,0,0,0); imagefill($image,0,0,$white); imagestring($image,$font,0,0,$string, $black); imagepng($image, 'widgets/' . $productid2 . '-text.png');

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  • Will C++0x support __stdcall or extern "C" capture-nothing lambdas?

    - by Daniel Trebbien
    Yesterday I was thinking about whether it would be possible to use the convenience of C++0x lambda functions to write callbacks for Windows API functions. For example, what if I wanted to use a lambda as an EnumChildProc with EnumChildWindows? Something like: EnumChildWindows(hTrayWnd, CALLBACK [](HWND hWnd, LPARAM lParam) { // ... return static_cast<BOOL>(TRUE); // continue enumerating }, reinterpret_cast<LPARAM>(&myData)); Another use would be to write extern "C" callbacks for C routines. E.g.: my_class *pRes = static_cast<my_class*>(bsearch(&key, myClassObjectsArr, myClassObjectsArr_size, sizeof(my_class), extern "C" [](const void *pV1, const void *pV2) { const my_class& o1 = *static_cast<const my_class*>(pV1); const my_class& o2 = *static_cast<const my_class*>(pV2); int res; // ... return res; })); Is this possible? I can understand that lambdas that capture variables will never be compatible with C, but it at least seems possible to me that capture-nothing lambdas can be compatible.

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  • Is there any better way to capture the screen than PIL.ImageGrab.grab()?

    - by user1474837
    I am making a screen capture program with python. My current problem is PIL.ImageGrab.grab() gives me the same output as 2 seconds later. For instance, for I think I am not being clear, in the following program, almost all the images are the same, have the same Image.tostring() value, even though I was moving my screen during the time the PIL.ImageGrab.grab loop was executing. >>> from PIL.ImageGrab import grab >>> l = [] >>> import time >>> for a in l: l.append(grab()) time.sleep(0.01) >>> for a in range(0, 30): l.append(grab()) time.sleep(0.01) >>> b = [] >>> for a in l: b.append(a.tostring()) >>> len(b) 30 >>> del l >>> last = [] >>> a = 0 >>> a = -1 >>> last = "" >>> same = -1 >>> for pic in b: if b == last: same = same + 1 last = b >>> same 28 >>> This is a problem, as all the images are the same but 1. 1 out of 30 is different. That would make for a absolutly horrable quality video. Please, tell me if there is any better quality alternative to PIL.ImageGrab.grab(). I need to capture the whole screen. Thanks!

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  • Capture data from jQuery Mobile GUI / form elements like sliders, or the flip switch/toggle, and store in a var?

    - by Carl Foggin
    I have this code, which executes without error, it shows "** slider change **" in the debug console every time the slider changes. But I cannot figure out how to capture the value of the slider so I can store it in a var. Can you help, I'm hoping it's a simple thing. $( '#page4_Options' ).live( 'pageinit', function(event){ var slideTime = userOptions.getSlideTime() / 1000; // userOptions is my Object to get/set params from localStorage. $("input[id='slider']").val(slideTime).slider("refresh"); // set default slide time when page init's. console.log("userOptions.getSlideTime()", userOptions.getSlideTime() ); $( "#slider" ).bind( "slidestop", function(event, ui) { console.log("** slider change **"); // How do I capture the new slider value into a var? }); }); Here's the HTML with the slider, it's in a tag: <div data-role="fieldcontain"> <label for="slider">Slide Duration (seconds):</label> <input type="range" name="slider" id="slider" value="2" min="0" max="60" /> </div>

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  • Global name not defined

    - by anteater7171
    I wrote a CPU monitoring program in Python. For some reason sometimes the the program will run without any problem. Then other times the program won't even start because of the following error. Traceback (most recent call last): File "", line 244, in run_nodebug File "C:\Python26\CPUR1.7.pyw", line 601, in app = simpleapp_tk(None) File "C:\Python26\CPUR1.7.pyw", line 26, in init self.initialize() File "C:\Python26\CPUR1.7.pyw", line 107, in initialize self.F() File "C:\Python26\CPUR1.7.pyw", line 517, in F S2 = TL.entryVariableS.get() NameError: global name 'TL' is not defined I can't seem to find the problem, maybe someone more experienced may assist me? Here is a snippet of the part giving me trouble: (The second to last line in the snippet is what's giving me trouble) def E(self): if self.selectedM.get() =='Options...': Setup global TL TL = Tkinter.Toplevel(self) menu = Tkinter.Menu(TL) TL.config(menu=menu) filemenu = Tkinter.Menu(menu) menu.add_cascade(label="| Menu |", menu=filemenu) filemenu.add_command(label="Instruction Manual...", command=self.helpmenu) filemenu.add_command(label="About...", command=self.aboutmenu) filemenu.add_separator() filemenu.add_command(label="Exit Options", command=TL.destroy) filemenu.add_command(label="Exit", command=self.destroy) helpmenu = Tkinter.Menu(menu) menu.add_cascade(label="| Help |", menu=helpmenu) helpmenu.add_command(label="Instruction Manual...", command=self.helpmenu) helpmenu.add_separator() helpmenu.add_command(label="Quick Help...", command=self.helpmenu) Title TL.label5 = Tkinter.Label(TL,text="CPU Usage: Options",anchor="center",fg="black",bg="lightgreen",relief="ridge",borderwidth=5,font=('Arial', 18, 'bold')) TL.label5.pack(padx=15,ipadx=5) X Y scale TL.separator = Tkinter.Frame(TL,height=7, bd=1, relief='ridge', bg='grey95') TL.separator.pack(pady=5,padx=5) # TL.sclX = Tkinter.Scale(TL.separator, from_=0, to=1500, orient='horizontal', resolution=1, command=self.A) TL.sclX.grid(column=1,row=0,ipadx=27, sticky='w') TL.label1 = Tkinter.Label(TL.separator,text="X",anchor="s",fg="black",bg="grey95",font=('Arial', 8 ,'bold')) TL.label1.grid(column=0,row=0, pady=1, sticky='S') TL.sclY = Tkinter.Scale(TL.separator, from_=0, to=1500, resolution=1, command=self.A) TL.sclY.grid(column=2,row=1,rowspan=2,sticky='e', padx=4) TL.label3 = Tkinter.Label(TL.separator,text="Y",fg="black",bg="grey95",font=('Arial', 8 ,'bold')) TL.label3.grid(column=2,row=0, padx=10, sticky='e') TL.entryVariable2 = Tkinter.StringVar() TL.entry2 = Tkinter.Entry(TL.separator,textvariable=TL.entryVariable2, fg="grey15",bg="grey90",relief="sunken",insertbackground="black",borderwidth=5,font=('Arial', 10)) TL.entry2.grid(column=1,row=1,ipadx=20, pady=10,sticky='EW') TL.entry2.bind("<Return>", self.B) TL.label2 = Tkinter.Label(TL.separator,text="X:",fg="black",bg="grey95",font=('Arial', 8 ,'bold')) TL.label2.grid(column=0,row=1, ipadx=4, sticky='W') TL.entryVariable1 = Tkinter.StringVar() TL.entry1 = Tkinter.Entry(TL.separator,textvariable=TL.entryVariable1, fg="grey15",bg="grey90",relief="sunken",insertbackground="black",borderwidth=5,font=('Arial', 10)) TL.entry1.grid(column=1,row=2,sticky='EW') TL.entry1.bind("<Return>", self.B) TL.label4 = Tkinter.Label(TL.separator,text="Y:", anchor="center",fg="black",bg="grey95",font=('Arial', 8 ,'bold')) TL.label4.grid(column=0,row=2, ipadx=4, sticky='W') TL.label7 = Tkinter.Label(TL.separator,text="Text Colour:",fg="black",bg="grey95",font=('Arial', 8 ,'bold'),justify='left') TL.label7.grid(column=1,row=3, sticky='W',padx=10,ipady=10,ipadx=30) TL.selectedP = Tkinter.StringVar() TL.opt1 = Tkinter.OptionMenu(TL.separator, TL.selectedP,'Normal', 'White','Black', 'Blue', 'Steel Blue','Green','Light Green','Yellow','Orange' ,'Red',command=self.G) TL.opt1.config(fg="black",bg="grey90",activebackground="grey90",activeforeground="black", anchor="center",relief="raised",direction='right',font=('Arial', 10)) TL.opt1.grid(column=1,row=4,sticky='EW',padx=20,ipadx=20) TL.selectedP.set('Normal') TL.sclS = Tkinter.Scale(TL.separator, from_=10, to=2000, orient='horizontal', resolution=10, command=self.H) TL.sclS.grid(column=1,row=5,ipadx=27, sticky='w') TL.sclS.set(600) TL.entryVariableS = Tkinter.StringVar() TL.entryS = Tkinter.Entry(TL.separator,textvariable=TL.entryVariableS, fg="grey15",bg="grey90",relief="sunken",insertbackground="black",borderwidth=5,font=('Arial', 10)) TL.entryS.grid(column=1,row=6,ipadx=20, pady=10,sticky='EW') TL.entryS.bind("<Return>", self.I) TL.entryVariableS.set(600) # TL.resizable(False,False) TL.title('Options') geomPatt = re.compile(r"(\d+)?x?(\d+)?([+-])(\d+)([+-])(\d+)") s = self.wm_geometry() m = geomPatt.search(s) X = m.group(4) Y = m.group(6) TL.sclY.set(Y) TL.sclX.set(X) if self.selectedM.get() == 'Exit': self.destroy() def F (self): G = round(psutil.cpu_percent(), 1) G1 = str(G) + '%' self.labelVariable.set(G1) if G < 5: self.imageLabel.configure(image=self.image0) if G >= 5: self.imageLabel.configure(image=self.image5) if G >= 10: self.imageLabel.configure(image=self.image10) if G >= 15: self.imageLabel.configure(image=self.image15) if G >= 20: self.imageLabel.configure(image=self.image20) if G >= 25: self.imageLabel.configure(image=self.image25) if G >= 30: self.imageLabel.configure(image=self.image30) if G >= 35: self.imageLabel.configure(image=self.image35) if G >= 40: self.imageLabel.configure(image=self.image40) if G >= 45: self.imageLabel.configure(image=self.image45) if G >= 50: self.imageLabel.configure(image=self.image50) if G >= 55: self.imageLabel.configure(image=self.image55) if G >= 60: self.imageLabel.configure(image=self.image60) if G >= 65: self.imageLabel.configure(image=self.image65) if G >= 70: self.imageLabel.configure(image=self.image70) if G >= 75: self.imageLabel.configure(image=self.image75) if G >= 80: self.imageLabel.configure(image=self.image80) if G >= 85: self.imageLabel.configure(image=self.image85) if G >= 90: self.imageLabel.configure(image=self.image90) if 100> G >= 95: self.imageLabel.configure(image=self.image95) if G == 100: self.imageLabel.configure(image=self.image100) S2 = TL.entryVariableS.get() self.after(int(S2), self.F)

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  • Graphics module: Am I going the right way?

    - by Paul
    I'm trying to write the graphics module of my engine. That is, this part of the code only provides an interface through which to load images, fonts, etc and draw them on the screen. It is also a wrapper for the library I'm using (SDL in this case). Here are the interfaces for my Image, Font and GraphicsRenderer classes. Please tell me if I'm going the right way. Image class Image { public: Image(); Image(const Image& other); Image(const char* file); ~Image(); bool load(const char* file); void free(); bool isLoaded() const; Image& operator=(const Image& other); private: friend class GraphicsRenderer; void* data_; }; Font class Font { public: Font(); Font(const Font& other); Font(const char* file, int ptsize); ~Font(); void load(const char* file, int ptsize); void free(); bool isLoaded() const; Font& operator=(const Font& other); private: friend class GraphicsRenderer; void* data_; }; GrapphicsRenderer class GraphicsRenderer { public: static GraphicsRenderer* Instance(); void blitImage(const Image& img, int x, int y); void blitText(const char* string, const Font& font, int x, int y); void render(); protected: GraphicsRenderer(); GraphicsRenderer(const GraphicsRenderer& other); GraphicsRenderer& operator=(const GraphicsRenderer& other); ~GraphicsRenderer(); private: void* screen_; bool initialize(); void finalize(); };

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