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  • Image resizing efficiency in C# and .NET 3.5

    - by Matthew Nichols
    I have written a web service to resize user uploaded images and all works correctly from a functional point of view, but it causes CPU usage to spike every time it is used. It is running on Windows Server 2008 64 bit. I have tried compiling to 32 and 64 bit and get about the same results. The heart of the service is this function: private Image CreateReducedImage(Image imgOrig, Size NewSize) { var newBM = new Bitmap(NewSize.Width, NewSize.Height); using (var newGrapics = Graphics.FromImage(newBM)) { newGrapics.CompositingQuality = CompositingQuality.HighSpeed; newGrapics.SmoothingMode = SmoothingMode.HighSpeed; newGrapics.InterpolationMode = InterpolationMode.HighQualityBicubic; newGrapics.DrawImage(imgOrig, new Rectangle(0, 0, NewSize.Width, NewSize.Height)); } return newBM; } I put a profiler on the service and it seemed to indicate the vast majority of the time is spent in the GDI+ library itself and there is not much to be gained in my code. Questions: Am I doing something glaringly inefficient in my code here? It seems to conform to the example I have seen. Are there gains to be had in using libraries other than GDI+? The benchmarks I have seen seem to indicate that GDI+ does well compare to other libraries but I didn't find enough of these to be confident. Are there gains to be had by using "unsafe code" blocks? Please let me know if I have not included enough of the code...I am happy to put as much up as requested but don't want to be obnoxious in the post.

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  • Forcing size of a complex Flash object.

    - by John
    As I've found recently, setting width/height properties on a Sprite only forces the Sprite to fit the given dimensions by scaling the actual size, which is calculated by Flash based on the rendered content. This leaves me confused. If I have a custom Sprite subclass which draws using Graphics, how can I do layout before an initial render - the size will be zero until it is first drawn? For a more complex issue, let's say I have a 2D game world with objects spread over a wide area with world coordinates from (0,0) to (5000,5000), where each object has a size of maybe up to 100x100. I want to have a Flash component which is the "game window", and has a fixed size like 400x300, rendering part of the game world. So how do I force the game window size to 400x300 pixels? I can draw a 400x300 rectangle to get the size correct but then if I draw any objects which are partly in-view, they can screw this up. Is the right approach to provide a custom setSize(w,h) method which is used rather than width & height setters? But even so, is there no way to make a Sprite force to the size I want? Do you really have to catch it every render and re-scale it?

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  • How to add an object to a html string?

    - by Philippe Maes
    I'm trying to load several images by a drop action and than resizing them and adding them as a thumbnail. The resize part is very important because the images can be very large and I want to make the thumbnails small of size. Here is my code: loadingGif(drop); for (var i=0;i<files.length;i++) { var file = files[i]; var reader = new FileReader(); reader.onload = function(e) { var src = e.target.result; var img = document.createElement('img'); img.src = src; var scale = 100/img.height; img.height = 100; img.width = scale*img.width; output.push('<div id="imagecontainer"><div id="image">'+img+'</div><div id="delimage"><img src="img/del.jpg"" /></div></div>'); if(output.length == files.length) { drop.removeChild(drop.lastChild); drop.innerHTML += output.join(''); output.length = 0; } } reader.readAsDataURL(file); } As you can probably tell I insert a loading gif image in my dropzone until all files are loaded (output.length == files.length). When a file is loaded I add html to an array which I will print if the load is complete. The problem is I can't seem to add the img object (I need this object to resize the image) to the html string, which seems obvious as the img is an object... So my question to you guys is: how do I do this? :)

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  • Wrapping a Flash/AS3 Sprite as a Flex MXML component

    - by John
    For my game, I am making the main game view as a plain Flash/AS3 class, something like: public class GameArena extends Sprite This is simply a big rectangle in which game objects are drawn, so no need for fancy UI and I want to keep the main game engine Flex-free so I can use Sprites rather than heavier Flex components. However for the entire game/app, I do still want to use Flex for GUI/layout. So I thought I could create a Flex class subclassing UIComponent, which has a GameView object as a child... now I can use this in MXML as a standard Flex component. e.g. public class ArenaView extends UIComponent { public var gameArena:GameArena; override protected function createChildren():void { super.createChildren(); if (!gameArena) { gameArena = new GameArena(); gameArena.width = 200; gameArena.height = 200; addChild(gameArena); } } } Then I have a simple line in my main App MXML like: <logic:Arena x="0" y="0" width="50%" height="100%" name="TestArenaPanel" /> But so far while my code compiles, the Flash class isn't getting rendered. Maybe it's something simple, but I wanted to ask if this is a reasonable approach, or there is something better? BTW: I've had the "should Flex be used" conversation many times. If you want to discuss that please do so in comments, but keep answers on topic.

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  • Using the standard OBJECT tag, how can I display a java applet with automatic prompts to install Java and with fallback content?

    - by CB
    This is the code i'm currently using: (note - %s is replaced on the server side) <!--[if !IE]>--> <object type="application/x-java-applet" width="300" height="300" > <!--<![endif]--> <!--[if IE]> <object classid="clsid:8AD9C840-044E-11D1-B3E9-00805F499D93" codebase="http://java.sun.com/update/1.6.0/jinstall-6u22-windows-i586.cab" type="application/x-java-applet" width="300" height="300" > <!--><!-- <![endif]--> <param name="codebase" value="/media/vnc/" > <param name="archive" value="TightVncViewer.jar" /> <param name="code" value="com.tightvnc.vncviewer.VncViewer" /> <param name="port" value="%s" /> <param name="Open New Window" value="yes" /> </object> When Java is installed, this works perfectly in both IE and Firefox. When Java is not installed, IE and Firefox both correctly prompt for an autodownload of Java 1.6 from the codebase line. (IE via the activex url given firefox via the Plugin Finder Service) Now, suppose I want fallback content to be shown if the plugin isn't installed, say a simple message like "Get Java". From reading the specs, i'd assume this should not change the plugin finding prompt - that is, rendering the fallback should be seen as a failure to render the object tag. Thus, I should still get the plugin finder service prompting me to install Java. Instead, simply adding a single character to the innerHTML of the object element causes Firefox to no longer prompt. Test this by visiting data:text/html,<object type='application/x-java-applet'>Java failed to load</object>. How can I keep firefox prompting to install Java while providing fallback content? URL to test Firefox's Java Plugin Finder Service: data:text/html,<object type='application/x-java-applet'/>

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  • Highlighting Changes in Java

    - by Buzz Lightyear
    Basically, i have done my program so that it will display differences in strings and display the whole line. I want to highlight (in a colour) the differences in the line. Example: Original at line 5 <rect x="60.01" width="855.38" id="rect_1" y="-244.35" height="641.13" style="stroke-width: 1; stroke: rgb(0, 0, 0); fill: none; "/> Edited at line 5 <rect x="298.43" width="340.00" y="131.12" height="380.00" id="rect_1" style="stroke-width: 1; stroke: rgb(0, 0, 0); fill: rgb(255, 102, 0); "/> In this example, the width is different from the 'original' from the 'edited' version. I would like to be able to highlight that difference and any other difference. My code so far: Patch patch = DiffUtils.diff(centralFile, remoteFile); StringBuffer resultsBuff = new StringBuffer(remoteFileData.length); for (Delta delta : patch.getDeltas()) { resultsBuff.append("Original at line " + delta.getOriginal().getPosition() + "\n"); for (Object line : delta.getOriginal().getLines()) { resultsBuff.append(" " + line + "\n"); } resultsBuff.append("Edited at line " + delta.getRevised().getPosition() + "\n"); for (Object line : delta.getRevised().getLines()) { resultsBuff.append(" " + line + "\n"); } resultsBuff.append("\n"); } return resultsBuff.toString(); } That will display two whole lines like the example before (the original and the edited version) I want to be able to highlight the changes that have actually been made, is there any way to do this in Java?

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  • Can you target Google Chrome? (Yes, you can)

    - by Kyle Sevenoaks
    Hi, I need to position this update button on www.euroworker.no/order (you'll have to add an item to the cart, use the Kjøp button to add and Handlevogn to view the cart). Works in FF and IE. (Although there is another alignment problems with IE) but not in Chrome or Safari. I had it working before, but the only thing I can think of to do is target safari and Chrome. Is this possible? Here's the CSS and HTML(Smarty) for you. HTML(Smarty): {capture assign="cartUpdate"} <div id="cartUpdate"><!--<input type="submit" class="submit" value="{tn _update}" />--> <button type="submit" class="submit" id="oppdatersubmit" name="saveFields" title="Oppdater" value="">&nbsp;</button> </div> {/capture} {assign var="cartUpdate" value=$cartUpdate|@str_split:10000} {php}$GLOBALS['cartUpdate'] = $this->get_template_vars('cartUpdate'); $this->assign_by_ref('GLOBALS', $GLOBALS);{/php} {form action="controller=order action=update" method="POST" enctype="multipart/form-data" handle=$form id="cartItems"} CONTENT {/form} And the CSS: #oppdatersubmit { background-image:url(../../upload/oppdater.png); background-repeat:no-repeat; background-position:left; background-color:none; border:none; overflow:hidden; outline:none; white-space: nowrap; width:77px; height:25px; cursor:pointer; position:absolute; } #cartUpdate { position:absolute; width:160px; height:30px; left:580px; bottom:130px; } Need to change these for Chrome and Safari. Thanks.

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  • [DOM/JS] display table in IE

    - by budzor
    I have code like that: var xPola = 10, //how many cols yPola = 10, //how many cols bokPola = 30, //size of cell body = document.getElementsByTagName('body')[0]; var tablica = document.createElement('table'); body.appendChild(tablica); for( var y = 0; y < yPola; y++ ) { var rzad = document.createElement('tr'); tablica.appendChild(rzad); for( var x = 0; x < xPola; x++ ) { var pole = document.createElement('td'); pole.setAttribute('width', bokPola); pole.setAttribute('height', bokPola); rzad.appendChild(pole); } }; it works fine in FF, Chrome & Opera (it displays 10x10 table with 30px width&height rows). In IE nothing happens. I check in firebug lite and it is in HTML section, inside BODY tag but i see nothing. Whats wrong?

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  • Inconsistent canvas drawing in Android browser

    - by user2943466
    In putting together a small canvas app I've stumbled across a weird behavior that only seems to occur in the default browser in Android. When drawing to a canvas that has the globalCompositeOperation set to 'destination-out' to act as the 'eraser' tool, Android browser sometimes acts as expected, sometimes does not update the pixels in the canvas at all. the setup: context.clearRect(0,0, canvas.width, canvas.height); context.drawImage(img, 0, 0, canvas.width, canvas.height); context.globalCompositeOperation = 'destination-out'; draw a circle to erase pixels from the canvas: context.fillStyle = '#FFFFFF'; context.beginPath(); context.arc(x,y,25,0,TWO_PI,true); context.fill(); context.closePath(); a small demo to illustrate the issue can be seen here: http://gumbojuice.com/files/source-out/ and the javascript is here: http://gumbojuice.com/files/source-out/js/main.js this has been tested in multiple desktop and mobile browsers and behaves as expected. On Android native browser after refreshing the page sometimes it works, sometimes nothing happens. I've seen other hacks that move the canvas by a pixel in order to force a redraw but this is not an ideal solution.. Thanks all.

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  • problem with the table width in IE?

    - by Harish Kurup
    I am using table to display a set of data, my HTML code goes here... <table border="1" cellspacing="0" cellpadding="0" style="width: 780px;"> <tbody> <tr> <td style="width: 780px; height: 25px;"> <pre width='100' style='width: 780px; word-wrap: break-word;'> the data goes here..... </pre> </td> </tr> <tr> <td style="width: 780px; height: 25px;"> <pre width='100' style='width: 780px; word-wrap: break-word;'> the data goes here..... </pre> </td> </tr> </tbody> </table> this table works ok in firefox, safari, and IE8. But the problem arise in IE7, IE6.. asthe table expands and goes out of the screen(i.e expands towards right hand side in x-axis).... is there any hack to fix it?

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  • jquery small error

    - by HeinekenBluess
    Hi, i am very new at jquery and code, here i am trying to get the setTimeout event to be inside the .mouseout event but i'm not sure how to do that as i keep getting syntax error in my editor. Here's what i have: jQuery(document).ready(function() { $('.slidedown').hide(); $('.trigger').hover( function(){ // enter animation $('.slidedown').stop(true,true).animate({ height: ['toggle', 'swing'], }, 600, function() { /* animation done */ }); }, function(){ // leave animation $('.slidedown').mouseout() setTimeout( function(){ $('.slidedown').stop(true,true).animate({ height: '0px', }, 600, function() { /* animation done */ }); }, 1000 ); }); }); A small nuance, in this code the user mouses over a div, then another div bellow it slides down. Moving the mouse to the .slidedown div should keep it open until the mouse is removed. But will this code collapse the .slidedown div if the user doesn't mouse over .slidedown after .trigger but instead moves the mouse directly from .trigger to another area of page? I.e i need some kind of 'setTimeout' that is trigged only if the user doesn't move mouse over .slidedown after hovering over .trigger. Hope i make sense. Thanks for your help!

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  • jquery animate boxshadow

    - by mstef
    http://jsfiddle.net/mstefanko/w5aAn/877/ Below, i'm achieving the effect I wanted, but with a pending issue. Since i'm using a separate span and positioning it absolute over-top of a box with relative position. I can not access the inputs until after the animation is finished. I'm guessing the only way to alleviate this would be do something similar with just animating the border of the outer box? But nothing I was doing to animate box-shadow:inset was working. HTML <div id="wow"> <span id="pulse"></span> <input id="form-input"/> <input id="form-input"/> </div>? CSS #wow { width: 500px; height: 200px; display: inline-block; position: relative; border: 1px solid black; } #pulse { width: 100%; height: 100%; box-shadow:inset 0 0 20px #6c95c3; -moz-box-shadow:inset 0 0 10px #6c95c3; position: absolute; z-index: 20000; } JS $('#pulse').stop().animate({"opacity": 0}, "fast"); $('#pulse').effect("pulsate", { times:4 }, 500, function() { $(this).remove(); });

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  • Picture lead-in to Youtube video

    - by cf_PhillipSenn
    I have the following, which displays an image and when the user clicks on the image, it takes them to the Youtube video: <html> <head> <script src="http://www.google.com/jsapi"></script> <script type="text/javascript"> google.load("jquery", "1", {uncompressed: true}); </script> <script> jQuery(function($){ $('a').click(function() { $(this).html('<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/Msef24JErmU&hl=en_US&fs=1&rel=0&color1=0x2b405b&color2=0x6b8ab6"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Msef24JErmU&hl=en_US&fs=1&rel=0&color1=0x2b405b&color2=0x6b8ab6" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>'); return false; }); }); </script> </head> <body> <a href="javascript:void();"><img src="http://www.clipov.net/pic/paul_oakenfold+%5Bstarry_eyed_surprise%5D+_+3-07+mtv_dance_beats+clear.jpg"></a> </body> </html> Q: How do I autoplay the video to keep the user from having to click on it (a second time)?

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  • Need help, stuck on "How to send text message using java script to avoid post back"

    - by user287745
    this is what i have implemented, for further code, how to send this text of the text box to the server to store in variable or database without post back. it can be done by using ajax and update plane but i wold like to implement it using javascript script. <div id="CommentID" style=" width:30%; height:30%"> <asp:Button ID="Button1" runat="server" Text="Comment" OnClientClick="visibleDiv('id1'); return false;" /> <div id="id1" runat="server" style="visibility: hidden; background-color:Green; width:100%; height:100%"> <asp:TextBox ID="TextBox1" runat="server" AutoCompleteType="Disabled" Rows="3" TextMode="MultiLine" Width="98%"></asp:TextBox> <asp:Button ID="Button2" runat="server" Text="Post" onclick="Button2_Click" /> <asp:Button ID="Button3" runat="server" Text="Cancel" OnClientClick="visibleDiv('id1'); return false;" /> </div> </div>

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  • How to store a captured image into MySQL database using JavaScript

    - by R J.
    I am capturing image using canvas and i want to store a captured image in MySQL Database using Javascript. This is my code: <html> <head> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, maximum-scale=1.0"> <style> body {width: 100%;} canvas {display: none;} </style> <title>Instant Camera - Remote</title> <script> var video, canvas, msg; var load = function () { video = document.getElementById('video'); canvas = document.getElementById('canvas'); msg = document.getElementById('error'); if( navigator.getUserMedia ) { video.onclick = function () { var context = canvas.getContext("2d"); context.drawImage(video, 0, 0, 240, 320); var image1 = canvas.toDataURL("image/png"); document.write('<img src="' + image1 + '" />'); }; } else { msg.innerHTML = "Native web camera not supported :("; } }; window.addEventListener('DOMContentLoaded', load, false); </script> </head> <body> <video id="video" width="240" height="320" autoplay> </video> <p id="error">Click on the video to send a snapshot to the receiving screen</p> <canvas id="canvas" width="240" height="320"> </canvas> </body> </html>

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  • on click submit button move itsplace

    - by Mayur
    Hi All, I m Using submit button for my form its work fine in all browser except ie7 when an user click on it it moved please suggest me what to do .confirm-button-submit { width : 79px; font : bold 12px sans-serif;; color : #000; background : url("../images/confirm-btn.png") 0 -33px no-repeat; text-decoration : none; margin-top :0px; text-align:center; border:0px; cursor : pointer; height:32px; padding : 8px 0px 12px 0px; } .confirm-button-submit:hover { width : 79px; font : bold 12px sans-serif;; color : #fff; background : url("../images/confirm-btn.png") 0 0 no-repeat; text-decoration : none; margin-top :0px; text-align:center; border:0px; cursor : pointer; height:32px; padding : 8px 0px 12px 0px; } i used this css please tell me what to do code: <input type="button" value="Show" name="commit" onclick="range_validation(this)" class="confirm-button-submit"/>`

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  • Make a div content (googlemap) fullscreen

    - by lena2211
    Hi iam trying to make a button that will turn the googlemap div into fullscreen.. this is what i have untill now, but it is not working correctly .. problem is: the map will only half loaded the code is below, and a screenshot how can i repair this? where is the problem? thanks in advance http://img32.imageshack.us/img32/9365/halfload.gif <html> <head> <meta name="viewport" content="initial-scale=1.0, user-scalable=no" /> <script type="text/javascript" src="http://maps.google.com/maps/api/js?sensor=false"></script> <script type="text/javascript"> function initialize() { var latlng = new google.maps.LatLng(-34.397, 150.644); var myOptions = { zoom: 8, center: latlng, mapTypeId: google.maps.MapTypeId.ROADMAP }; var map = new google.maps.Map(document.getElementById("map_canvas"), myOptions); } function fs() { var elem = document.getElementById("map_canvas"); elem.style.position="absolute"; elem.style.width="100%"; elem.style.height="100%"; elem.style.top="0px"; document.body.style.overflow = "hidden"; } </script> </head> <body onload="initialize()"> <div id="map_canvas" style="width:400px; height:300px"></div> <a href="#" onclick ="fs()">makefullscreen</a> </body> </html>

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  • Simplify my menu animation code

    - by zaius
    I've got a bunch of 'project' divs that I want to expand when they're clicked on. If there's already a project open, I want to hide it before I slide out the new one. I also want to stop clicks on an already open project from closing and then opening it again. Here's an example of what I mean (warning - wrote the code in the browser): $('.projects').click(function() { var clicked_project = $(this); if (clicked_project.is(':visible')) { clicked_project.height(10).slideUp(); return; } var visible_projects = $('.projects:visible'); if (visible_projects.size() > 0) { visible_projects.height(10).slideUp(function() { clicked_project.slideDown(); }); } else { clicked_project.slideDown(); } }); Really, my big issue is with the second part - it sucks that I have to use that if/else - I should just be able to make the callback run instantly if there aren't any visible_projects. I would think this would be a pretty common task, and I'm sure there's a simplification I'm missing. Any suggestions appreciated!

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  • Padding between images doesn't pad

    - by ripper234
    <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <style type="text/css"> #action-icons { float:right; } #action-icons.img { position:relative; top:-30px; padding-right:200px; } </style> </head> <body> <h1 class="edit">Some nifty title <span id="action-icons"> <img src="foo.png" width="64" height="64" alt="" id="newsticky"/> <img src="bar.png" width="60" height="60" alt="" id="trash"/> </span> </h1> </body> </html>

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  • Limiting number of text lines in a table cell

    - by Kuzco
    I have a table cell where I need to limit the text to a max of two lines. I tried achieving this by placing an inner div with a limited height: div { border: 1px solid #EECCDD; width: 100px; height: 40px; overflow: hidden; } <div> <p>bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla</p> </div> <div> <p>bla bla bla bla</p> </div> However, in this case the cells which have only one line of text are not vertically aligned to the middle. I know there are ways to vertically align a text within a div, but most of the ones I found seemed a bit complicated and/or hacky (like this one), and felt like a bit of an overkill. Is there a different way to effectively limit the number of lines inside the cell, or a simple way to align the text in the way I did it?

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  • Right border shifts to bottom line

    - by zencimusa
    http://jsfiddle.net/W9LXd/ I want the div under the #araclar to have it's right border stay in the same line. How can I prevent it from shifting? CSS: #düzenleyici{ border: 1px solid #000; width: 600px; height: 300px; box-shadow: 1px 1px 4px #000; } #araclar{ width:auto; height:50px; background:#EEEEEE; display:block; padding:5px 15px 5px 15px; border-bottom:1px solid #000; } #araclar>div{ padding:0 5px 0 5px; display:inline; border:1px solid #000; } HTML: <div id="düzenleyici"> <div id="araclar"> <div> Renk <div> </div> </div>

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  • Position footer to bottom of window or page, whichever is larger

    - by BenM
    I am currently working on a site that requires a footer to be placed either at the bottom of the window, or the bottom of the page content, whichever is lower. I have tried using the height: 100% method, but this causes a problem. I also have a position: fixed header, and some padding on my content (defined in pixels). Also, the height of the content may change after the page has loaded (use of accordions, etc.), so I wonder if there's a pure CSS way to position the footer to either the bottom of the window, or the bottom of the document, while still allowing pixel padding and so forth. Here's an outlined structure of the HTML: <header></header> <div class="content"> <footer></footer> </div> I have also put together a Fiddle to demonstrate how the CSS works at the moment: http://jsfiddle.net/LY6Zs/. I am unfortunately unable to change the HTML structure (i.e. breaking out the footer element from .content.

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  • selected area to cut an image

    - by Oskar Marciniak
    Hi I would do the selected area to cut an image on picturebox control. I have the following code: using System; using System.Drawing; using System.Windows.Forms; namespace WindowsFormsApplication1 { public partial class Form1 : Form { private Rectangle rect; private Pen p; public Form1() { InitializeComponent(); } private void pictureBox1_Paint(object sender, PaintEventArgs e) { if (this.p == null) this.p = new Pen(Color.FromArgb(100, 200, 200, 200), 5); if (this.rect.Width > 0) e.Graphics.DrawRectangle(this.p, this.rect); } private void pictureBox1_MouseUp(object sender, MouseEventArgs e) { if (e.X < this.rect.X) { this.rect.Width = this.rect.X - e.X; this.rect.X = e.X; } else { this.rect.Width = e.X - this.rect.X; } if (e.Y < this.rect.Y) { this.rect.Height = this.rect.Y - e.Y; this.rect.Y = e.Y; } else { this.rect.Height = e.Y - this.rect.Y; } this.Invalidate(this.rect); } private void pictureBox1_MouseDown(object sender, MouseEventArgs e) { this.rect.X = e.X; this.rect.Y = e.Y; } } } It returns an error here: Application.Run(new Form1()); Why? thanks for all replies ;p

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  • moving image to bounce or rotate in a circle

    - by BlueMonster
    I found this small application that i've been playing around with for the past little while. I was wondering, if i wanted to simply rotate the image in a circle? or make the entire image just bounce up and down, how would i modify this program to do so? Everything i've tried will just stretch the image - even if i do get it to move to the left or to the right. Any ideas on what i can do? Code is below public partial class Form1 : Form { private int width = 15; private int height = 15; Image pic = Image.FromFile("402.png"); private Button abort = new Button(); Thread t; public Form1() { abort.Text = "Abort"; abort.Location = new Point(190, 230); abort.Click += new EventHandler(Abort_Click); Controls.Add(abort); SetStyle(ControlStyles.DoubleBuffer| ControlStyles.AllPaintingInWmPaint| ControlStyles.UserPaint, true); t = new Thread(new ThreadStart(Run)); t.Start(); } protected void Abort_Click(object sender, EventArgs e) { t.Abort(); } protected override void OnPaint( PaintEventArgs e ) { Graphics g = e.Graphics; g.DrawImage(pic, 10, 10, width, height); base.OnPaint(e); } public void Run() { while (true) { for(int i = 0; i < 200; i++) { width += 5; Invalidate(); Thread.Sleep(30); } } } }

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  • Two Overlapping divisions, but upper one is unscrollable

    - by FREAKENGINEER
    I have two divisions in my html page with their respective css <html> <head> #lowerone {position:absolute; bottom:25px; right:25px; height:300px; width:300px;} #upperone {position:absolute; bottom:25px; right:25px; height:300px; width:300px; overflow:scroll;} </head> <body> <div id="lowerone"> </div> <div id="upperone"> <img src="/bg.3.jpg" /> </div> </body> </html> But the upper div i.e. the UPPERONE is unscrollabe.. How to make it scrollable?

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