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  • How to set gravity (or margins) of ImageView using code?

    - by mastojun
    Hi. I want to add ImageView to FrameLayout with Gravity or margins. but FramLayout and ImageView has no method about that(Actually, I can't found that). Reason that selects Framelayout is to put ImageView on ImageView. Help me plz. It is emergency for me to find solution. thx. Bellow is my code which help understanding my question. FrameLayout imageFrame = new FrameLayout(mContext); imageFrame.setLayoutParams(new GridView.LayoutParams(158, 158)); ImageView frame = new ImageView(mContext); frame = new ImageView(mContext); frame.setLayoutParams(new LayoutParams(158, 158)); frame.setScaleType(ImageView.ScaleType.CENTER_CROP); frame.setImageResource(R.drawable.image_frame_n); ImageView image = new ImageView(mContext); image.setLayoutParams(new LayoutParams(148, 148)); image.setScaleType(ImageView.ScaleType.CENTER_CROP); image.setImageResource(mThumbIds[position]); // image is needed to have a margin or gravity to be positioned at center imageFrame.addView(image); imageFrame.addView(frame);

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  • Installing mySQL on mac for use with python

    - by Paul Patterson
    I am aware that there are umpteen similar questions here, and on other forums, but none of them have been able to help me. I simply want to install mySQL on my mac (running snow leopard 10.6.5) for use with Python. So far I have: 1) downloaded and installed [mysql-5.5.8-osx10.6-x86_64.dmg] (I have also accidentally downloaded and installed [mysql-5.1.54-osx10.6-x86_64.dmg]) 2) downloaded and installed [mySQL-python-1.2.3] 3) added the following to my .bash_profile: [export PATH=$PATH:/usr/local/mysql/bin] but when i run:import mySQLdb in terminal I am met with the following message: Traceback (most recent call last): File "<stdin>", line 1, in <module> ImportError: No module named mySQLdb Can anyone help?

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  • Set Mime_type validation in Symfony

    - by Ngu Soon Hui
    I want to make sure that during file upload time, only the file of the format jpeg, png and gif are allowed. So the "File of type:" below in the screenshot must show jpeg, png and gif: I did the following for my validator in Symfony: $this->setValidator ( 'upload your filehere', new sfValidatorFile ( array ( 'required'=>true, 'mime_types' => array ('image/jpeg, image/png, image/gif' ) ) , array( 'mime_types'=> 'only jpeg' ) ) ); but when I click on the upload button, the files are not filtered accordingly; what did I do wrong? I also try $this->setValidator ( 'upload your filehere', new sfValidatorFile ( array ( 'required'=>true, 'mime_types' => 'image/jpeg, image/png, image/gif' ) , array( 'mime_types'=> 'only jpeg' ) ) ); But it doesn't work, too. I tried the following in my form class, but unfortunately it doesn't work as well: <?php class UploadCaseForm extends sfForm { public function configure() { $this->setWidgets ( array ('Documents' => new sfWidgetFormInputFile ( ) ) ); $this->widgetSchema->setNameFormat ( 'UploadCase[%s]' ); $this->validatorSchema ['Documents'] = new sfValidatorFile ( array ('mime_types' => 'web_images' ), array ('invalid' => 'Invalid file.', 'required' => 'Select a file to upload.', 'mime_types' => 'The file must be of JPEG, PNG or GIF format.' ) ); } } ?> Here's the action code: public function executeIndex(sfWebRequest $request) { $this->form = new UploadCaseForm ( ); if ($this->getRequest ()->getMethod () == sfRequest::POST) { var_dump($request->getParameter('UploadCase')); } } Edit: The accepted answer is the answer, as far as the server side validation goes. If anyone wants a client side validation, i.e., filtering the type of file that can be uploaded even before the operation hits server, then maybe there is no reliable way to do it, because of browser's constraint.

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  • WP7 BarcodeManager - Invalid cross-thread access

    - by rpf
    I'm trying to use Windows Phone 7 Silverlight ZXing Barcode Scanning Library but I'm having some problems. I'm using a background worker to check the image, but when I do this: WP7BarcodeManager.ScanBarcode(this.Image, BarcodeResults_Finished); The code throws an exception: Invalid cross-thread access. Here is my code... void photoChooserTask_Completed(object sender, PhotoResult e) { if (e.TaskResult == TaskResult.OK) { ShowImage(); System.Windows.Media.Imaging.BitmapImage bmp = new System.Windows.Media.Imaging.BitmapImage(); bmp.SetSource(e.ChosenPhoto); imgCapture.Source = bmp; this.Image = new BitmapImage(); this.Image.SetSource(e.ChosenPhoto); progressBar.Visibility = System.Windows.Visibility.Visible; txtStatus.Visibility = System.Windows.Visibility.Collapsed; worker.RunWorkerAsync(); } else ShowMain(); } void worker_DoWork(object sender, DoWorkEventArgs e) { try { Thread.Sleep(2000); WP7BarcodeManager.ScanMode = com.google.zxing.BarcodeFormat.UPC_EAN; WP7BarcodeManager.ScanBarcode(this.Image, BarcodeResults_Finished); } catch (Exception ex) { Debug.WriteLine("Error processing image.", ex); } } How can I solve this?

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  • NSData in CoreData is not saving properly

    - by abisson
    I am currently trying to store images I download from the web into an NSManagedObject class so that I don't have to redownload it every single time the application is opened. I currently have these two classes. Plant.h @property (nonatomic, retain) NSString * name; @property (nonatomic, retain) PlantPicture *picture; PlantPicture.h @property (nonatomic, retain) NSString * bucketName; @property (nonatomic, retain) NSString * creationDate; @property (nonatomic, retain) NSData * pictureData; @property (nonatomic, retain) NSString * slug; @property (nonatomic, retain) NSString * urlWithBucket; Now I do the following: - (UICollectionViewCell *)collectionView:(UICollectionView *)collectionView cellForItemAtIndexPath:(NSIndexPath *)indexPath { PlantCollectionCell *cell = [collectionView dequeueReusableCellWithReuseIdentifier:CellIdentifier forIndexPath:indexPath]; Plant *plant = [self.fetchedResultsController objectAtIndexPath:indexPath]; cell.plantLabel.text = plant.name; if(plant.picture.pictureData == nil) { NSLog(@"Downloading"); NSMutableString *pictureUrl = [[NSMutableString alloc]initWithString:amazonS3BaseURL]; [pictureUrl appendString:plant.picture.urlWithBucket]; NSURLRequest *request = [NSURLRequest requestWithURL:[NSURL URLWithString:pictureUrl]]; AFImageRequestOperation *imageOperation = [AFImageRequestOperation imageRequestOperationWithRequest:request success:^(UIImage *image) { cell.plantImageView.image = image; plant.picture.pictureData = [[NSData alloc]initWithData:UIImageJPEGRepresentation(image, 1.0)]; NSError *error = nil; if (![_managedObjectContext save:&error]) { NSLog(@"Unresolved error %@, %@", error, [error userInfo]); } }]; [imageOperation start]; } else { NSLog(@"Already"); cell.plantImageView.image = [UIImage imageWithData:plant.picture.pictureData]; } NSLog(@"%@", plant.name); return cell; } The plant information is present, as well as the picture object. However, the NSData itself is NEVER saved throughout the application opening and closing. I always have to REDOWNLOAD the image! Any ideas!? [Very new to CoreData... sorry if it is easy!] thanks!

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  • My app crash with MFMailComposeViewController and MFMessageComposeViewController when I re-launch it.

    - by Dolwen
    Hello all, I encounter a crash with MFMailComposeViewController, MFMessageComposeViewController and multitasking on IOS 4.2 (both simulator and IPHone 4). Code i use : Class emailClass = (NSClassFromString(@"MFMailComposeViewController")); if( emailClass != nil ) { MFMailComposeViewController * controller = [[emailClass alloc] init]; if([emailClass canSendMail]) { // delegate controller.mailComposeDelegate = self; // subject [controller setSubject:@"Hello All."]; // main message [controller setMessageBody:@"I love Stackoverflow.com !" isHTML:NO]; // adding image attachment // getting path for the image we have in the tutorial project NSString *path = [[NSBundle mainBundle] pathForResource:@"image" ofType:@"png"]; // loading content of the image into NSData NSData *imageData = [NSData dataWithContentsOfFile:path]; // adding the attachment to he message [controller addAttachmentData:imageData mimeType:@"image/png" fileName:@"My Byook image"]; // setting different than the default transition for the modal view controller [controller setModalTransitionStyle:UIModalTransitionStyleCoverVertical]; // show [[CGameStateManager getCurrentGameState] presentModalViewController:controller animated:YES]; } [controller release]; } To close MFMailComposeViewController i use : [[CGameStateManager getCurrentGameState] dismissModalViewControllerAnimated:NO]; Then the app crash on the "dismissModalViewControllerAnimated:" and we can read in the debugger with NSZombieEnabled : * -[UIImage isKindOfClass:]: message sent to deallocated instance 0xb0b9f80 Anyone have an answer to solve my problem ? :) Thx

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  • How do I avoid killing the native controls on a html5-video when i've started it programmaticly?

    - by Nils
    OK, so the deal is I've started making a little videoplayer, that works by clicking a div with an image, expanding the div and the image, and then exchanges the image with a html5-videotag. the code is as below. (It's very early on, so i know theres a lot that need improving, as in not using javascript to set styles and so on, but nevertheless, any insigts and tips are welcome, besides the answer to the main question) /*Begin Expander*/ var $videoplayer = $('<video width="640" height="360" preload="none" controls="" tabindex="0" style="position: relative;"><source type="video/mp4" src="/restalive/movies/big_buck_bunny.mp4"></source><source type="video/ogg" src="/restalive/movies/big_buck_bunny.ogv"></source></video>').appendTo('body'); $videoplayer.hide(); $(".ExpandVideo").each(function(i){ var $trigger = $(this); var $image = $trigger.find("img"); $image.css({ "width" : "100%" ,"height" : "auto" }) $trigger.css({ "display" : "block" ,"overflow" : "hidden" ,"width" : "200px" ,"float" : "left" }); $trigger.bind("click", function(e){ $trigger.animate({"width" : "640px"}, "fast", function(){ $image.replaceWith($videoplayer); $videoplayer.show(); $videoplayer.attr("id", "video" + i); var video = document.getElementById("video" + i); video.play(); }) }) }); However, the main problem is that when i've fired of the video like this (video.play()), the native controls stop working, i can no longer pause the video, even though the controls are there, and clickable, the video just starts playing immidiatley again when i trie to pause it. Which is a shame, because i want to use the native controls for simplicity.

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  • Images not shown when publishing MVC application to virtual directory inside default web-site

    - by Michael Sagalovich
    Hi! I am developing an application using ASP.NET MVC 1 and VS2008. When I deploy it to the default web-site in my IIS6 on WinXP, all images are shown correctly, path to any given image is localhost/Content/ImagesUI/[image].[ext] When I deploy it to the virtual directory, created inside the same site, any image request returns IIS standard 404 error page, while the path is localhost/[DirectoryName]/Content/ImagesUI/[image].[ext] - that seems to be correct, true? I am mapping .* to c:\windows\microsoft.net\framework\v2.0.50727\aspnet_isapi.dll in both site and directory configurations. When this mapping is removed, images are shown correctly. However, all other URLs do not work, of course. When I am trying to open an image in browser using the URL to it, aspnet_wp.exe process is not even started (I restarted IIS to test it) - I merely get 404 or the image, depending on the presence of * mapping. Thus, I suppose it has nothing to do neither with routes registered for MVC, nor with ASP. The solution that I found is to make Content folder a virtual directory and remove * mapping from its configuration. While that's OK to some extent, I want a better solution, which will explain and eliminate the cause of the problem, not just workaround it. Thanks for your help!

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  • CSS Square Div with an Inward Oval Shape

    - by user2813099
    I am trying to create a div in css with an inward oval shape to it like this. At the moment, I have a shape that is outward instead of inward (JS Fiddle Link). .shape { float: left; width: 100px; height: 50px; border: none; background: #CC0000; border-radius: 0 90px 0 0; -moz-border-radius: 0 90px 0 0; -webkit-border-radius: 0 90px 0 0; background-image: -webkit-gradient( linear, left top, right bottom, color-stop(0, #520C0C), color-stop(1, #CC0000) ); background-image: -o-linear-gradient(right bottom, #520C0C 0%, #CC0000 100%); background-image: -moz-linear-gradient(right bottom, #520C0C 0%, #CC0000 100%); background-image: -webkit-linear-gradient(right bottom, #520C0C 0%, #CC0000 100%); background-image: -ms-linear-gradient(right bottom, #520C0C 0%, #CC0000 100%); background-image: linear-gradient(to right bottom, #520C0C 0%, #CC0000 100%); } Any ideas on how to go about this?

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  • How to fix a slow scrolling table view

    - by hanumanDev
    I have a table view that's scrolling slowly. Does anyone know why that might be? There is an image for each row, but even after the images are loaded it still stutters and scrolls slowly. thanks for any help here's my code: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *simpleTableIdentifier = @"SimpleTableCell"; SimpleTableCell *cell = (SimpleTableCell *)[tableView dequeueReusableCellWithIdentifier:simpleTableIdentifier]; if (cell == nil) { NSArray *nib = [[NSBundle mainBundle] loadNibNamed:@"SimpleTableCell" owner:self options:nil]; cell = [nib objectAtIndex:0]; } // Get item from tableData NSDictionary *item = (NSDictionary *)[displayItems objectAtIndex:indexPath.row]; // display the youdeal deal image photoString = [item objectForKey:@"image"]; UIImage *image = [UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:photoString]]]; cell.titleLabel.text = [item objectForKey:@"supercat"]; cell.descriptionLabel.text = [item objectForKey:@"title"]; NSString *convertedLeftCount = [NSString stringWithFormat:@"%@",[item objectForKey:@"left_count"]]; cell.amountLabel.text = convertedLeftCount; cell.thumbnailImageView.image = image; cell.priceLabel.text = [item objectForKey:@"cat"]; return cell; }

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  • Should I *always* import my file references into the database in drupal?

    - by sprugman
    I have a cck type with an image field, and a unique_id text field. The file name of the image is based on the unique_id. All of the content, including the image itself is being generated automatically via another process, and I'm parsing what that generates into nodes. Rather than creating separate fields for the id and the image, and doing an official import of the image into the files table, I'm tempted to only create the id field and create the file reference in the theme layer. I can think of pros and cons: 1) Theme Layer Approach Pros: makes the import process much less complex don't have to worry about syncing the db with the file system as things change more flexible -- I can move my images around more easily if I want Cons: maybe not as much The Drupal Way™ not as pure -- I'll wind up with more logic on the theme side. 2) Import Approach Pros: import method is required if we ever wanted to make the files private (we won't.) safer? Maybe I'll know if there's a problem with the image at import time, rather than view time. Since I'll be bulk importing, that might make a difference. if I delete a node through the admin interface, drupal might be able to delete the file for me, as well. Con: more complex import and maintenance All else being equal, simpler is always better, so I'm leaning toward #1. Are there any other issues I'm missing? (Since this is an open ended question, I guess I'll make it a community wiki, whatever that means.)

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  • PHP resizing PNGs results in corrupted files

    - by Robert
    I have a PHP script that resizes .jpg, .gif, and .png files to a bounding box. $max_width = 500; $max_height = 600; $filetype = $_FILES["file"]["type"]; $source_pic = "img/" . $idnum; if($filetype == "image/jpeg") { $src = imagecreatefromjpeg($source_pic); } else if($filetype == "image/png") { $src = imagecreatefrompng($source_pic); } else if($filetype == "image/gif") { $src = imagecreatefromgif($source_pic); } list($width,$height)=getimagesize($source_pic); $x_ratio = $max_width / $width; $y_ratio = $max_height / $height; if( ($width <= $max_width) && ($height <= $max_height) ) { $tn_width = $width; $tn_height = $height; } else if (($x_ratio * $height) < $max_height) { $tn_height = ceil($x_ratio * $height); $tn_width = $max_width; } else { $tn_width = ceil($y_ratio * $width); $tn_height = $max_height; } $tmp = imagecreatetruecolor($tn_width,$tn_height); imagecopyresampled($tmp,$src,0,0,0,0,$tn_width, $tn_height,$width,$height); $destination_pic = "img/thumbs/" . $idnum . "thumb"; if($filetype == "image/jpeg") { imagejpeg($tmp,$destination_pic,80); } else if($filetype == "image/png") { imagepng($tmp,$destination_pic,80); } else if($filetype == "image/gif") { imagegif($tmp,$destination_pic,80); } imagedestroy($src); imagedestroy($tmp); The script works fine with jpeg and gif but when running on a png the file will be corrupted. Is there anything special I need to use when working with a png? I have never worked with this sort of thing in PHP so I'm not very familiar with it.

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  • Binding ComboBox Item with a text property of different DataContext

    - by Jhelumi786
    Hi Everyone, I have a comboBox as below. What I want is to bind the selectedItem value to a Text property of a datacontext so that another DataTemplate can show the Image. Please note that the Combobox and Target Image elements are on two different DataTemplates so that's why I need to update the Text Property (ImageName) ofDataContext at backend. <ComboBox x:Name="cboOverlay" Grid.Row="0" Grid.Column="1" SelectedIndex="0" > <ComboBoxItem Name="BC_OL" IsSelected="True"> <StackPanel Orientation="Horizontal"> <Image Source="Images\BC_OL.jpg" Width="100" Height="25" Canvas.Top="0" Canvas.Left="0" /> <TextBlock Width="100" VerticalAlignment="Center" TextAlignment="Center"><Bold>Image1</Bold></TextBlock> </StackPanel> </ComboBoxItem> <ComboBoxItem Name="Indian_OL"> <StackPanel Orientation="Horizontal"> <Image Source="Images\Indian_OL.jpg" Width="100" Height="25" Canvas.Top="0" Canvas.Left="0" /> <TextBlock Width="100" VerticalAlignment="Center" TextAlignment="Center"><Bold>Image2</Bold></TextBlock> </StackPanel> </ComboBoxItem> </ComboBox> <Image Source="{Binding Path=Image}" Width="81" Height="25" Canvas.Top="0" Canvas.Left="0" />

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  • Should we EVER use dp values for width/height?

    - by sandalone
    I've come across a project done by some other team which I have to fix. They used dp values for images' width/height. When I tried to adopt the layout for some tablets and/or mobiles, I've faced a lot of troubles. For example, the image of 40x40 dp has top padding of 15dp. When such image is loaded by some new mobile screen, the image is not where is was supposed to be - it's either shifted or distorted or of the wrong size. Now I need to propose a redesign of the whole app and I need some advise from the more experienced community. Should I abandon such layout policy (described abobe) and do like this: make the image with the size of 40x40 px position the image for the mdpi screen set its height/width to wrap_content do like this for other images after I finish layout for mdpi, resize each image for ldpi, hdpi and xhdpi screens in case of a special mobile/tablet, make a special set of images + xml files Is there a way when you would advise to use the explicit size of some images? Do you advise setting the size of images in xml layout or setting size via photoshop or similar graphics tools and then resize images for other screen sizes or screen densities?

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  • How to easily apply a function to a collection in C++

    - by Jesse Beder
    I'm storing images as arrays, templated based on the type of their elements, like Image<unsigned> or Image<float>, etc. Frequently, I need to perform operations on these images; for example, I might need to add two images, or square an image (elementwise), and so on. All of the operations are elementwise. I'd like get as close as possible to writing things like: float Add(float a, float b) { return a+b; } Image<float> result = Add(img1, img2); and even better, things like complex ComplexCombine(float a, float b) { return complex(a, b); } Image<complex> result = ComplexCombine(img1, img2); or struct FindMax { unsigned currentMax; FindMax(): currentMax(0) {} void operator(unsigned a) { if(a > currentMax) currentMax = a; } }; FindMax findMax; findMax(img); findMax.currentMax; // now contains the maximum value of 'img' Now, I obviously can't exactly do that; I've written something so that I can call: Image<float> result = Apply(img1, img2, Add); but I can't seem to figure out a generic way for it to detect the return type of the function/function object passed, so my ComplexCombine example above is out; also, I have to write a new one for each number of arguments I'd like to pass (which seems inevitable). Any thoughts on how to achieve this (with as little boilerplate code as possible)?

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  • Changing direction of rotation Pygame

    - by czl
    How would you change the direction of a rotating image/rect in Pygame? Applying positive and negative degree values works but it seems to only be able to rotate one direction throughout my window. Is there a way to ensure a change in direction of rotation? Perhaps change up rotation of a spinning image every 5 seconds, or if able to change the direction of the spin when hitting a X or Y axis. I've added some code below. It seems like switching movement directions is easy with rect.move_ip as long as I specify a speed and have location clause, it does what I want. Unfortunately rotation is't like that. Here I'l adding angles to make sure it spins, but no matter what I try, I'm unable to negate the rotation. def rotate_image(self): #rotate image orig_rect = self.image.get_rect() rot_image = pygame.transform.rotate(self.image, self.angle) rot_rect = orig_rect.copy() rot_rect.center = rot_image.get_rect().center rot_image = rot_image.subsurface(rot_rect).copy() return rot_image def render(self): self.screen.fill(self.bg_color) self.rect.move_ip(0,5) #Y axis movement at 5 px per frame self.angle += 5 #add 5 anglewhen the rect has not hit one of the window self.angle %= 360 if self.rect.left < 0 or self.rect.right > self.width: self.speed[0] = -self.speed[0] self.angle = -self.angle #tried to invert the angle self.angle -= 5 #trying to negate the angle rotation self.angle %= 360 self.screen.blit(self.rotate_image(),self.rect) pygame.display.flip() I would really like to know how to invert rotation of a image. You may provide your own examples.

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  • GTK+ and GdkPixbuf

    - by Daniel
    Hi all, I think I've got an understanding problem of GTK. My simple application has a stream of images and I'd like to display them within my GTK Window. Up to now, it looks like this: GdkPixbuf *pb = gdk_pixbuf_new_from_data(img2, GDK_COLORSPACE_RGB, FALSE, 24/3, 320, 240, 320*3, NULL, NULL); if(pb == NULL) fprintf(stderr, "Pixbuf is null!\n"); if(image != NULL) gtk_container_remove(GTK_CONTAINER(window), image); image = gtk_image_new_from_pixbuf(pb); gtk_container_add(GTK_CONTAINER(window), image); printf("Updated!\n"); img2 is my (rgb) buffer that gets updated from a stream each time. I guess gtk_container_remove and gtk_container_add might be stupid to use for this? Here's what I've got in addition: GtkWidget *window; GtkWidget *image; gtk_init(&argc, &argv); window = gtk_window_new(GTK_WINDOW_TOPLEVEL); gtk_signal_connect(GTK_OBJECT(window), "destroy", GTK_SIGNAL_FUNC(destroy), NULL); /* ... */ start_routine_for_stream_that_calls_the_above(...) /* ... */ gtk_widget_show_all(window); gtk_main(); My problem is that it's not working this way... either I see only the last GdkPixbuf image or I see none, which is the correct behaviour ... But how do I manage it to show an (stream of) updated GdkPixbuf? Thanks for help

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  • Bug on submitted app binary but not in the simulator - CALayer position contains NaN

    - by Jonathan Thurft
    I submitted my app to the App Store where is ready to download. I've since then received some interesting crash reports when people select an image from the ImagePicker in one of my views. This bug (see below) makes the app crash. I was wondering 2 things. Can anyone spot the problem in the code below? How do you deal with bugs that are only in the App Binary but do not show up when trying to recreate them on the dev environment? - I can make the app crash with the Binary that is on the app store but when I do the same on the simulator or on my test phone the app works perfectly.. The Crash report in BugSense CALayer position contains NaN: [798 nan] Class: CALayerInvalidGeometry 0x00120e99 -[imageCroppingViewController imagePickerController:didFinishPickingMediaWithInfo:] (imageCroppingViewController.m:126) + 163481 The Code - (void) imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info { UIImage *image = [info objectForKey:UIImagePickerControllerOriginalImage]; imageView.image = image; CGRect rect; rect.size.width = image.size.width; rect.size.height = image.size.height; imageView.center = scrollView.center; [imageView setFrame:rect]; scrollView.contentSize = imageView.frame.size; self.navigationController.navigationBar.hidden = NO; [myPicker.view removeFromSuperview]; }

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  • Howto display or view encrypted data in encrypted form?

    - by Brian Gianforcaro
    In the Wikipedia Article on Block Cipher Modes they have a neat little diagram of an unencrypted image, the same image encrypted using ECB mode and another version of the same image encrypted using another method. At university I have developed my own implementation of DES (you can find it here) and we must demo our implementation in a presentation. I would like to display a similar example as shown above using our implementation. However most image files have header blocks associated with them, which when encrypting the file with our implementation, also get encrypted. So when you go to open them in an image viewer, they are assumed to be corrupted and can't be viewed. I was wondering if anybody new of a simple header-less image format which we could use to display these? Or if anyone had any idea's as to how the original creator of the images above achieved the above result? Any help would be appreciated, Thanks Note: I realise rolling your own cryptography library is stupid, and DES is considered broken, and ECB mode is very flawed for any useful cryptography, this was purely an academic exercise for school. So please, no lectures, I know the drill.

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  • Globally define parts of virtualhost definition to reduce redundancy

    - by user1428900
    I have setup an apache server and this apache server points to a bunch of virtualhosts. The definition of the virtualhosts are as follows, <VirtualHost *:80> ServerName <url> RewriteEngine on ReWriteCond %{SERVER_PORT} !^443$ RewriteRule ^/(.*) https://%{HTTP_HOST}/$1 [NC,R,L] # Enable client-side caching of resources ExpiresActive On ExpiresByType image/png "now plus 48 hours" ExpiresByType image/jpeg "now plus 48 hours" ExpiresByType image/gif "now plus 48 hours" ExpiresByType application/javascript "now plus 48 hours" ExpiresByType application/x-javascript "now plus 48 hours" ExpiresByType text/javascript "now plus 48 hours" ExpiresByType text/css "now plus 48 hours" </VirtualHost> . . . <VirtualHost *:80> ServerName <url> RewriteEngine on ReWriteCond %{SERVER_PORT} !^443$ RewriteRule ^/(.*) https://%{HTTP_HOST}/$1 [NC,R,L] # Enable client-side caching of resources ExpiresActive On ExpiresByType image/png "now plus 48 hours" ExpiresByType image/jpeg "now plus 48 hours" ExpiresByType image/gif "now plus 48 hours" ExpiresByType application/javascript "now plus 48 hours" ExpiresByType application/x-javascript "now plus 48 hours" ExpiresByType text/javascript "now plus 48 hours" ExpiresByType text/css "now plus 48 hours" </VirtualHost> I have a ton of virtual host definitions similar to the examples shown above. Since, most of the definitions other than the ServerName are the same, I was wondering if there was a way to define these common definitions globally. I am new to apache configuration and I felt that as the number of virtualhost definitions increase my configuration file becomes longer and redundant.

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  • Blit SDL_Surface onto another SDL_Surface and apply a colorkey

    - by NordCoder
    I want to load an SDL_Surface into an OpenGL texture with padding (so that NPOT-POT) and apply a color key on the surface afterwards. I either end up colorkeying all pixels, regardless of their color, or not colorkey anything at all. I have tried a lot of different things, but none of them seem to work. Here's the working snippet of my code. I use a custom color class for the colorkey (range [0-1]): // Create an empty surface with the same settings as the original image SDL_Surface* paddedImage = SDL_CreateRGBSurface(image->flags, width, height, image->format->BitsPerPixel, #if SDL_BYTEORDER == SDL_BIG_ENDIAN 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff #else 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000 #endif ); // Map RGBA color to pixel format value Uint32 colorKeyPixelFormat = SDL_MapRGBA(paddedImage->format, static_cast<Uint8>(colorKey.R * 255), static_cast<Uint8>(colorKey.G * 255), static_cast<Uint8>(colorKey.B * 255), static_cast<Uint8>(colorKey.A * 255)); SDL_FillRect(paddedImage, NULL, colorKeyPixelFormat); // Blit the image onto the padded image SDL_BlitSurface(image, NULL, paddedImage, NULL); SDL_SetColorKey(paddedImage, SDL_SRCCOLORKEY, colorKeyPixelFormat); Afterwards, I generate an OpenGL texture from paddedImage using similar code to the SDL+OpenGL texture loading code found online (I'll post if necessary). This code works if I just want the texture with or without padding, and is likely not the problem. I realize that I set all pixels in paddedImage to have alpha zero which causes the first problem I mentioned, but I can't seem to figure out how to do this. Should I just loop over the pixels and set the appropriate colors to have alpha zero?

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  • How do I get a thumbnail or saveable path from UIImagePickerController to use for a UIImageView?

    - by viperacr99
    Could somebody please explain or show some sample code of how I can use get a thumbnail to be put into a UIImageView after the user selects a photo with UIImagePickerController? Let's say I want to set a thumbnail as the image of a table view cell. When the user presses the cell, the image picker is shown and the user selects an image that is already on their device. I also want to save the path to that thumbnail so that the next time the view is displayed, the proper thumbnail can be shown. I am able to display an image picker and my delegate get's the chosen image correctly, but I want the path to the thumbnail, and I want to load the thumbnail using that path (i.e. I want to save the path). I've searched for hours today and haven't figured this out. Perhaps I'm not understanding ALAsset, or maybe it is something else, but I can't find any examples that are helping me. I have never used the image picker or ALAsset before now, so I'm completely new at this.

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  • XNA running slow when making a texture

    - by Anthony
    I'm using XNA to test an image analysis algorithm for a robot. I made a simple 3D world that has a grass, a robot, and white lines (that are represent the course). The image analysis algorithm is a modification of the Hough line detection algorithm. I have the game render 2 camera views to a render target in memory. One camera is a top down view of the robot going around the course, and the second camera is the view from the robot's perspective as it moves along. I take the rendertarget of the robot camera and convert it to a Color[,] so that I can do image analysis on it. private Color[,] TextureTo2DArray(Texture2D texture, Color[] colors1D, Color[,] colors2D) { texture.GetData(colors1D); for (int x = 0; x < texture.Width; x++) { for (int y = 0; y < texture.Height; y++) { colors2D[x, y] = colors1D[x + (y * texture.Width)]; } } return colors2D; } I want to overlay the results of the image analysis on the robot camera view. The first part of the image analysis is finding the white pixels. When I find the white pixels I create a bool[,] array showing which pixels were white and which were black. Then I want to convert it back into a texture so that I can overlay on the robot view. When I try to create the new texture showing which ones pixels were white, then the game goes super slow (around 10 hz). Can you give me some pointers as to what to do to make the game go faster. If I comment out this algorithm, then it goes back up to 60 hz. private Texture2D GenerateTexturesFromBoolArray(bool[,] boolArray,Color[] colorMap, Texture2D textureToModify) { for(int i =0;i < screenWidth;i++) { for(int j =0;j<screenHeight;j++) { if (boolArray[i, j] == true) { colorMap[i+(j*screenWidth)] = Color.Red; } else { colorMap[i + (j * screenWidth)] = Color.Transparent; } } } textureToModify.SetData<Color>(colorMap); return textureToModify; } Each Time I run draw, I must set the texture to null, so that I can modify it. public override void Draw(GameTime gameTime) { Vector2 topRightVector = ((SimulationMain)Game).spriteRectangleManager.topRightVector; Vector2 scaleFactor = ((SimulationMain)Game).config.scaleFactorScreenSizeToWindow; this.spriteBatch.Begin(); // Start the 2D drawing this.spriteBatch.Draw(this.textureFindWhite, topRightVector, null, Color.White, 0, Vector2.Zero, scaleFactor, SpriteEffects.None, 0); this.spriteBatch.End(); // Stop drawing. GraphicsDevice.Textures[0] = null; } Thanks for the help, Anthony G.

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  • Set up a TFS Server/Service demo environment in less than 1 minute now!

    - by Tarun Arora
    Release Notes – http://tfsdemosetup.codeplex.com/  | Download | Source Code | Report a Bug | Ideas To Demonstrate the capabilities of TFS 2012 Server/Service Task board you would need to set up TFS with some teams, a few team members, some sample stories, tasks, etc. That’s too many steps if you as me! Hi! My name is Tarun Arora, I am a Microsoft MVP in Visual Studio ALM & a Visual Studio ALM Ranger, as a consultant I have had to demo TFS Preview to potential customers several times a day. I usually create the team project during the demo to show off how quick and efficient it is, but setting up teams, team members, tasks usually takes longer I don’t prefer carrying out these steps during the demo. I have developed a .net based console application which uses the TFS API to create a standard demo environment saving me from all these manual steps. The console application reads the set up information from an XML file, leaving the setup process highly customizable. Figure 1 – Demo Dictionary, change values here for unique setup The console application today sets up, 1. Create a new Team 2. Set the team as the default team 3. Configure team settings      a. Set Backlog Iteration path      b. Set Team Iterations and start & finish dates      c. Set Team Area path 4. Add Team Members 5. Add Product Backlog Items & linked Tasks. Image 2 – The team website before (on the left) and after (on the right) running the console app Image 3 – Team configuration before (on left) and after (on right) with new team Demo and 2 members Image 4 – Iteration configuration before (on left) and after (on right) with new backlog iteration path & sprint dates set Image 5 – Area configuration (on left) and after (on right) with area path configured for the team   Image 6 – A demo ready Task Board and Task Board for Team Members Credits, - Mattias Sköld [Visual Studio ALM Ranger] – I have used TfsTeamTools to perform team creation & add members - Ivan Popek – TFS 2012 API blog posts had some fantastic reusable samples.  - Shai Raiten [Microsoft ALM MVP] – Great collection of posts on TFS API. Enjoy!

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  • Do I have to worry about "error: superfluous RAID member"?

    - by 0xC0000022L
    When running update-grub on the newly installed Ubuntu 12.04 with an older software RAID (md), I get: error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). Generating grub.cfg ... error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). Found linux image: /boot/vmlinuz-3.2.0-24-generic Found initrd image: /boot/initrd.img-3.2.0-24-generic error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). Found linux image: /boot/vmlinuz-3.2.0-23-generic Found initrd image: /boot/initrd.img-3.2.0-23-generic error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). Found memtest86+ image: /boot/memtest86+.bin error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). error: superfluous RAID member (5 found). Found Debian GNU/Linux (5.0.9) on /dev/sdb1 Found Debian GNU/Linux (5.0.9) on /dev/sdc1 done I would be less worried if the message would say warning: ..., but since it says error: ... I'm wondering what the problem is. # cat /proc/mdstat Personalities : [linear] [multipath] [raid0] [raid1] [raid6] [raid5] [raid4] [raid10] md2 : active raid1 sdc1[1] sdb1[0] 48829440 blocks [2/2] [UU] md3 : active raid1 sdc2[1] sdb2[0] 263739008 blocks [2/2] [UU] md1 : active raid5 sdg1[3] sdf1[2] sde1[1] sdh1[0] sdi1[4] sdd1[5](S) 1250274304 blocks level 5, 64k chunk, algorithm 2 [5/5] [UUUUU] unused devices: <none> Do I have to worry or is this harmless? btw: disregard the mentioning of Debian 5.0.9, that was the previously installed system and is going to be overwritten. It's on /dev/md2 actually.

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