Search Results

Search found 19579 results on 784 pages for 'image segmentation'.

Page 277/784 | < Previous Page | 273 274 275 276 277 278 279 280 281 282 283 284  | Next Page >

  • background in JAVA [closed]

    - by leen.zd
    how can i put a background image in my java code? this is my code... what's error? import java.awt.Container; import java.awt.Dimension; import java.awt.Graphics; import java.awt.image.BufferedImage; import java.io.File; import java.io.IOException; import javax.imageio.ImageIO; import javax.swing.JFrame; import javax.swing.JPanel; public class background extends JFrame { private Container c; private JPanel imagePanel; public background() { initialize(); } private void initialize() { setDefaultCloseOperation(EXIT_ON_CLOSE); c = getContentPane(); imagePanel = new JPanel() { public void paint(Graphics g) { try { BufferedImage image = ImageIO.read(new File("http://www.signe-zodiaque.com/images/signes/balance.jpg")); g.drawImage(image, 1000, 2000, null); } catch (IOException e) { e.printStackTrace(); } } }; imagePanel.setPreferredSize(new Dimension(640, 480)); c.add(imagePanel); }

    Read the article

  • Is there a software in windows that enables you to boot from a specific partition?

    - by Tono Nam
    I use acronis true image to mount images to my primary partition and it works great. lets say I have 3 partitions on my hard disk and all of them each is 600 GB. In the 3rd partition I keep files (documents, pictures etc), on the first partition is my primary partition where the operating system runs (windows 7). And in the 2nd partition is empty. I have an image of my primary partition and I save that image in my 3rd partition (50 GB is the size of the image so it fits in the partition number 3) and in an external hard drive. I know it is possible to install a new operating system in partition 2 such as windows xp but the only problem is that once I install that how could I tell the computer to boot from partition 1? is there a way to switch back and forth just like it's possible in the mac?

    Read the article

  • how to solve this problem

    - by Surbir
    root@me-desktop:~# sudo apt-get install aircrack-ng Reading package lists... Done Building dependency tree Reading state information... Done The following NEW packages will be installed: aircrack-ng 0 upgraded, 1 newly installed, 0 to remove and 446 not upgraded. 1 not fully installed or removed. Need to get 1,579kB of archives. After this operation, 2,843kB of additional disk space will be used. Get:1 http://archive.ubuntu.com/ubuntu/ maverick/universe aircrack-ng i386 1:1.1-1 [1,579kB] Fetched 1,579kB in 1min 9s (22.7kB/s) Selecting previously deselected package aircrack-ng. (Reading database ... 520739 files and directories currently installed.) Unpacking aircrack-ng (from .../aircrack-ng_1%3a1.1-1_i386.deb) ... Processing triggers for man-db ... Setting up linux-image-3.0.1-030001-generic (3.0.1-030001.201108060905) ... Running depmod. update-initramfs: Generating /boot/initrd.img-3.0.1-030001-generic Warning: No support for locale: en_US.utf8 Examining /etc/kernel/postinst.d. run-parts: executing /etc/kernel/postinst.d/dkms 3.0.1-030001-generic /boot/vmlinuz-3.0.1-030001-generic run-parts: executing /etc/kernel/postinst.d/initramfs-tools 3.0.1-030001-generic /boot/vmlinuz-3.0.1-030001-generic run-parts: executing /etc/kernel/postinst.d/nvidia-common 3.0.1-030001-generic /boot/vmlinuz-3.0.1-030001-generic run-parts: executing /etc/kernel/postinst.d/pm-utils 3.0.1-030001-generic /boot/vmlinuz-3.0.1-030001-generic run-parts: executing /etc/kernel/postinst.d/update-notifier 3.0.1-030001-generic /boot/vmlinuz-3.0.1-030001-generic run-parts: executing /etc/kernel/postinst.d/zz-update-grub 3.0.1-030001-generic /boot/vmlinuz-3.0.1-030001-generic exec: 15: update-grub: not found run-parts: /etc/kernel/postinst.d/zz-update-grub exited with return code 2 Failed to process /etc/kernel/postinst.d at /var/lib/dpkg/info/linux-image-3.0.1-030001-generic.postinst line 1010. dpkg: error processing linux-image-3.0.1-030001-generic (--configure): subprocess installed post-installation script returned error exit status 2 Setting up aircrack-ng (1:1.1-1) ... Errors were encountered while processing: linux-image-3.0.1-030001-generic E: Sub-process /usr/bin/dpkg returned an error code (1) root@me-desktop:~#

    Read the article

  • create iso from windows xp 64 setup files...

    - by alma
    hi i have the following windows xp 64 bit files(starting with uppercase letter are folders): Amd64, Docs,I386,Support,autorun,readme,setup,... how can i create the iso from these files? it keeps asking for boot image file? i try to burn it(as bootable disc) into cd, but it asks for boot image? where is boot image file?

    Read the article

  • ?????Exadata????

    - by Liu Maclean(???)
    ??check Exadata Image & OS versions , GI & DB patches sundiag exacheck cellserv ==> imageinfo dbhost ==> /usr/local/bin/imagehistory Also check the version of the switch. Login to Switch and execute the following command [root@myswitch-1 sbin]# version [root@dmorlsw-ib2 sbin]# cd /usr/local/bin [root@dmorlsw-ib2 bin]# ls -lrt version -rwxr-xr-x 1 root root 20356 Apr 4 2011 version Output will look as below. [root@dmorlsw-ib2 ~]# version SUN DCS 36p version: 1.3.3-2 Build time: Apr 4 2011 11:15:19 SP board info: Manufacturing Date: 2009.05.05 Serial Number: "NCD3X0178" Hardware Revision: 0x0006 Firmware Revision: 0x0102 BIOS version: NOW1R112 BIOS date: 04/24/2009 ib8# cat /sys/class/infiniband/is4_0/fw_ver 7.2.300 ib8 # cat /sys/class/dmi/id/bios_version NOW1R112 ib8 # nm2version NM2-36p version: 1.0.1-1 Build time: Sep 14 2009 12:52:51 ComExpress info: Manufacturing Date: 2009.08.19 Serial Number: Hardware Revision: 0x0006 Firmware Revision: 0x0102 { case `uname` in Linux ) ILOM="/usr/bin/ipmitool sunoem cli" ;; SunOS ) ILOM="/opt/ipmitool/bin/ipmitool sunoem cli" ;; esac ; ImageInfo="/opt/oracle.cellos/imageinfo" ; uname -srm ; head -1 /etc/*release ; uptime | cut -d, -f1 ; $ILOM "show /SP system_description system_identifier" | grep = ; $ImageInfo -activated -node -status -ver | grep -v ^$ ; } | tee /tmp/ExaInfo.log $GRID_HOME/OPatch/opatch lsinv -all -oh $GRID_HOME | tee /tmp/OPatchInv.log $ORACLE_HOME/OPatch/opatch lsinv -all | tee -a /tmp/OPatchInv.log cat /tmp/ExaInfo.log Linux 2.6.18-128.1.16.0.1.el5 x86_64 ==> /etc/enterprise-release <== Enterprise Linux Enterprise Linux Server release 5.3 (Carthage) ==> /etc/redhat-release <== Enterprise Linux Enterprise Linux Server release 5.3 (Carthage) 20:37:56 up 458 days system_description = SUN FIRE X4170 SERVER, ILOM v3.0.6.10.b, r52264 system_identifier = Sun Oracle Database Machine Active image version: 11.2.1.2.3 Active image activated: XXXX-XX-XX 12:27:12 +0800 Active image status: success Active node type: COMPUTE Inactive image version: undefined FileName: OPatchInv.log ---------------- ... Oracle Home       : /u01/app/11.2.0/grid Central Inventory : /u01/app/oraInventory   from           : /etc/oraInst.loc OPatch version    : 11.2.0.1.2 OUI version       : 11.2.0.1.0 OUI location      : /u01/app/11.2.0/grid/oui ... -------------------------------------------------------------------------------- List of Oracle Homes:   Name                                       Location   Ora11g_gridinfrahome1         /u01/app/11.2.0/grid   OraDb11g_home1                  /u01/app/oracle/product/11.2.0/dbhome_1 -------------------------------------------------------------------------------- Installed Top-level Products (1): Oracle Grid Infrastructure                                           11.2.0.1.0 ... Interim patches (2) : Patch  9524394      : applied on Thu Jun 03 20:46:05 CST 2010 ... {TRACKING BUG FOR 11.2.0.1 DB MACHINE BUNDLE PATCH 3} Patch  9455587      : applied on Fri Apr 02 18:27:47 CST 2010 ... {MERGE REQUEST ON TOP OF 11.2.0.1.0 FOR BUGS 8483425 8667622 8702731 8730804} Rac system comprising of multiple nodes  Local node = dbserv01  Remote node = dbserv02  Remote node = dbserv03  Remote node = dbserv04 -------------------------------------------------------------------------------- OPatch succeeded. ... Oracle Home       : /u01/app/oracle/product/11.2.0/dbhome_1 ... Oracle Database 11g                                                  11.2.0.1.0 ... Interim patches (5) : Patch  8888434      : applied on Sat Jan 08 00:27:33 CST 2011 ... {AIX-ASM-CF: LMHB TERMINATE INSTANCE WHEN OFFLINE ONE FAILGROUP IN ASM DG} Patch  8730312      : applied on Thu Jun 03 21:30:03 CST 2010 ... {FWD MERGE FOR BASE BUG 8715387 FOR 12G} Patch  9502717      : applied on Thu Jun 03 21:25:54 CST 2010 ... {LMS HIT ORA-600 [KJBLDRMNEXTPKEY:SEEN] AND CRASHED THE INSTANCE} { + same 2 as GI above} ?? cell server Cache Policy cell08# MegaCli64 -LDInfo -Lall -aALL | grep 'Current Cache Policy' Current Cache Policy: WriteThrough, ReadAheadNone, Direct, No Write Cache if Bad BBU cell09# MegaCli64 -LDInfo -Lall -aALL | grep 'Current Cache Policy' Current Cache Policy: WriteBack, ReadAheadNone, Direct, No Write Cache if Bad BBU Default Cache Policy: WriteBack, ReadAheadNone, Direct, No Write Cache if Bad BBU Current Cache Policy: WriteThrough, ReadAheadNone, Direct, No Write Cache if Bad BBU Cache policy is in WB Would recommend proactive  battery repalcement. Example : a. /opt/MegaRAID/MegaCli/MegaCli64 -LDGetProp  -Cache -LALL -aALL ####( Will list the cache policy) b. /opt/MegaRAID/MegaCli/MegaCli64 -LDSetProp  -WB  -LALL -aALL ####( Will try to change teh policy from xx to WB)     So policy Change to WB will not come into effect immediately     Set Write Policy to WriteBack on Adapter 0, VD 0 (target id: 0) success     Battery capacity is below the threshold value ??cell BBU??????: cell08# /opt/MegaRAID/MegaCli/MegaCli64 -AdpBbuCmd -GetBbuStatus -a0 BBU status for Adapter: 0 BatteryType: iBBU Voltage: 4061 mV Current: 0 mA Temperature: 36 C BBU Firmware Status: Charging Status : None Voltage : OK Temperature : OK Learn Cycle Requested : No Learn Cycle Active : No Learn Cycle Status : OK Learn Cycle Timeout : No I2c Errors Detected : No Battery Pack Missing : No Battery Replacement required : No Remaining Capacity Low : Yes Periodic Learn Required : No Battery state: GasGuageStatus: Fully Discharged : No Fully Charged : Yes Discharging : Yes Initialized : Yes Remaining Time Alarm : No Remaining Capacity Alarm: No Discharge Terminated : No Over Temperature : No Charging Terminated : No Over Charged : No Relative State of Charge: 99 % Charger System State: 49168 Charger System Ctrl: 0 Charging current: 0 mA Absolute state of charge: 21 % Max Error: 2 % Exit Code: 0x00 ????BBU ??: dcli -g ~/cell_group -l root -t '{ uname -srm ; head -1 /etc/*release ; uptime | cut -d, -f1 ; imagehistory ; ipmitool sunoem cli "show /SP system_description system_identifier" | grep = ; ipmitool sunoem cli "show /SP/policy FLASH_ACCELERATOR_CARD_INSTALLED /opt/MegaRAID/MegaCli/MegaCli64 -AdpBbuCmd -GetBbuStatus -a0 | egrep -i 'BBU|Battery|Charge:|Fully|Low|Learn' ; }' | tee /tmp/ExaInfo.log Target cells: ['cellserv01', 'cellserv02', 'cellserv03', 'cellserv04', 'cellserv05', 'cellserv06', 'cellserv07'] cellserv01: Linux 2.6.18-128.1.16.0.1.el5 x86_64 cellserv01: ==> /etc/enterprise-release <== cellserv01: Enterprise Linux Enterprise Linux Server release 5.3 (Carthage) cellserv01: cellserv01: ==> /etc/redhat-release <== cellserv01: Enterprise Linux Enterprise Linux Server release 5.3 (Carthage) cellserv01: 01:17:39 up 635 days cellserv01: Version : 11.2.1.2.1 cellserv01: Image activation date : 2011-03-25 11:59:34 -0800 cellserv01: Imaging mode : fresh cellserv01: Imaging status : success cellserv01: cellserv01: Version : 11.2.1.2.3 cellserv01: Image activation date : 2011-04-13 12:15:46 +0800 cellserv01: Imaging mode : patch cellserv01: Imaging status : success cellserv01: cellserv01: Version : 11.2.1.2.6 cellserv01: Image activation date : 2011-05-27 23:08:22 +0800 cellserv01: Imaging mode : patch cellserv01: Imaging status : success cellserv01: cellserv01: system_description = SUN FIRE X4275 SERVER, ILOM v3.0.6.10.b, r52264 cellserv01: system_identifier = Sun Oracle Database Machine cellserv01: Connected. Use ^D to exit. cellserv01: -> show /SP/policy FLASH_ACCELERATOR_CARD_INSTALLED cellserv01: show: No matching properties found. cellserv01: cellserv01: -> Session closed cellserv01: Disconnected cellserv01: BBU status for Adapter: 0 cellserv01: BatteryType: iBBU cellserv01: BBU Firmware Status: cellserv01: Learn Cycle Requested : No cellserv01: Learn Cycle Active : No cellserv01: Learn Cycle Status : OK cellserv01: Learn Cycle Timeout : No cellserv01: Battery Pack Missing : No cellserv01: Battery Replacement required : No cellserv01: Remaining Capacity Low : Yes cellserv01: Periodic Learn Required : No cellserv01: Battery state: cellserv01: Fully Discharged : No cellserv01: Fully Charged : Yes cellserv01: Relative State of Charge: 99 % cellserv01: Absolute state of charge: 21 % dcli -l root -g /root/all_group '/opt/MegaRAID/MegAaCli/MegaCli64 -AdpBbuCmd -a0' > BBU.out check ipmi: dcli -g ~/cell_group -l root -t '{ > ipmitool sunoem cli "show /SP/policy FLASH_ACCELERATOR_CARD_INSTALLED" | grep = ; MegaCli64 -LDInfo -Lall -aALL | grep 'Current Cache Policy' ; }' | tee /tmp/ExaCells.log

    Read the article

  • Loading PNGs into OpenGL performance issues - Java & JOGL much slower than C# & Tao.OpenGL

    - by Edward Cresswell
    I am noticing a large performance difference between Java & JOGL and C# & Tao.OpenGL when both loading PNGs from storage into memory, and when loading that BufferedImage (java) or Bitmap (C# - both are PNGs on hard drive) 'into' OpenGL. This difference is quite large, so I assumed I was doing something wrong, however after quite a lot of searching and trying different loading techniques I've been unable to reduce this difference. With Java I get an image loaded in 248ms and loaded into OpenGL in 728ms The same on C# takes 54ms to load the image, and 34ms to load/create texture. The image in question above is a PNG containing transparency, sized 7200x255, used for a 2D animated sprite. I realise the size is really quite ridiculous and am considering cutting up the sprite, however the large difference is still there (and confusing). On the Java side the code looks like this: BufferedImage image = ImageIO.read(new File(fileName)); texture = TextureIO.newTexture(image, false); texture.setTexParameteri(GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR); texture.setTexParameteri(GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR); The C# code uses: Bitmap t = new Bitmap(fileName); t.RotateFlip(RotateFlipType.RotateNoneFlipY); Rectangle r = new Rectangle(0, 0, t.Width, t.Height); BitmapData bd = t.LockBits(r, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb); Gl.glBindTexture(Gl.GL_TEXTURE_2D, tID); Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA, t.Width, t.Height, 0, Gl.GL_BGRA, Gl.GL_UNSIGNED_BYTE, bd.Scan0); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_LINEAR); Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_LINEAR); t.UnlockBits(bd); t.Dispose(); After quite a lot of testing I can only come to the conclusion that Java/JOGL is just slower here - PNG reading might not be as quick, or that I'm still doing something wrong. Thanks. Edit2: I have found that creating a new BufferedImage with format TYPE_INT_ARGB_PRE decreases OpenGL texture load time by almost half - this includes having to create the new BufferedImage, getting the Graphics2D from it and then rendering the previously loaded image to it. Edit3: Benchmark results for 5 variations. I wrote a small benchmarking tool, the following results come from loading a set of 33 pngs, most are very wide, 5 times. testStart: ImageIO.read(file) -> TextureIO.newTexture(image) result: avg = 10250ms, total = 51251 testStart: ImageIO.read(bis) -> TextureIO.newTexture(image) result: avg = 10029ms, total = 50147 testStart: ImageIO.read(file) -> TextureIO.newTexture(argbImage) result: avg = 5343ms, total = 26717 testStart: ImageIO.read(bis) -> TextureIO.newTexture(argbImage) result: avg = 5534ms, total = 27673 testStart: TextureIO.newTexture(file) result: avg = 10395ms, total = 51979 ImageIO.read(bis) refers to the technique described in James Branigan's answer below. argbImage refers to the technique described in my previous edit: img = ImageIO.read(file); argbImg = new BufferedImage(img.getWidth(), img.getHeight(), TYPE_INT_ARGB_PRE); g = argbImg.createGraphics(); g.drawImage(img, 0, 0, null); texture = TextureIO.newTexture(argbImg, false); Any more methods of loading (either images from file, or images to OpenGL) would be appreciated, I will update these benchmarks.

    Read the article

  • Session Cookies and IE 8

    - by Matt Luongo
    I recently built a simple web-app deployed over Tomcat. The app uses pretty standard session based security where a user who has logged in is given a session. Sessions work fine in Firefox and Chrome, but require the use of jsessionid in the URL for IE (tested 7 & 8), set to medium privacy. In IE 8, I tried to override cookie handling, setting "Allow all 3rd party cookies" and "Allow all session cookies"- no dice. However, when I run Tomcat on my local machine, IE accepts the cookie, and sessions work just fine. And now, for the HTTP headers. From Chrome, a logged in user gets a session GET http://devl:8080/testing/ HTTP/1.1 Host: devl:8080 Connection: keep-alive User-Agent: Mozilla/5.0 (Windows; U; Windows NT 6.1; en-US) AppleWebKit/532.5 (KHTML, like Gecko) Chrome/4.1.249.1036 Safari/532.5 Accept: application/xml,application/xhtml+xml,text/html;q=0.9,text/plain;q=0.8,image/png,*/*;q=0.5 Accept-Encoding: gzip,deflate,sdch Accept-Language: en-US,en;q=0.8 Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.3 HTTP/1.1 200 OK Server: Apache-Coyote/1.1 P3P: CP="NON CURa ADMa DEVa TAIa OUR BUS IND UNI COM NAV INT STA" Set-Cookie: JSESSIONID=9280023BCE2046F32B13C89130CBC397; Path=/testing Content-Type: text/html;charset=UTF-8 Content-Language: en-US Content-Length: 2450 Date: Fri, 26 Mar 2010 14:14:40 GMT GET http://devl:8080/testing/logout HTTP/1.1 Host: devl:8080 Connection: keep-alive User-Agent: Mozilla/5.0 (Windows; U; Windows NT 6.1; en-US) AppleWebKit/532.5 (KHTML, like Gecko) Chrome/4.1.249.1036 Safari/532.5 Referer: http://devl:8080/testing/ Accept: application/xml,application/xhtml+xml,text/html;q=0.9,text/plain;q=0.8,image/png,*/*;q=0.5 Accept-Encoding: gzip,deflate,sdch Accept-Language: en-US,en;q=0.8 Accept-Charset: ISO-8859-1,utf-8;q=0.7,*;q=0.3 Cookie: JSESSIONID=9280023BCE2046F32B13C89130CBC397 ... From IE 8, with standard medium level security and privacy- GET http://devl:8080/testing/ HTTP/1.1 Accept: application/x-ms-application, image/jpeg, application/xaml+xml, image/gif, image/pjpeg, application/x-ms-xbap, */* Accept-Language: en-US User-Agent: Mozilla/4.0 (compatible; MSIE 8.0; Windows NT 6.1; Win64; x64; Trident/4.0; .NET CLR 2.0.50727; SLCC2; .NET CLR 3.5.30729; .NET CLR 3.0.30729; Media Center PC 6.0; MDDC; Tablet PC 2.0) UA-CPU: AMD64 Accept-Encoding: gzip, deflate Host: devl:8080 Connection: Keep-Alive HTTP/1.1 200 OK Server: Apache-Coyote/1.1 P3P: CP="NON CURa ADMa DEVa TAIa OUR BUS IND UNI COM NAV INT STA" Set-Cookie: JSESSIONID=192999F922D6E9C868314452726764BA; Path=/testing Content-Type: text/html;charset=UTF-8 Content-Language: en-US Content-Length: 2450 Date: Fri, 26 Mar 2010 14:32:34 GMT GET http://devl:8080/testing/logout HTTP/1.1 Accept: application/x-ms-application, image/jpeg, application/xaml+xml, image/gif, image/pjpeg, application/x-ms-xbap, */* Referer: http://devl:8080/testing/;jsessionid=6371A83EFE39A46997544F9146AA5CEA Accept-Language: en-US User-Agent: Mozilla/4.0 (compatible; MSIE 8.0; Windows NT 6.1; Win64; x64; Trident/4.0; .NET CLR 2.0.50727; SLCC2; .NET CLR 3.5.30729; .NET CLR 3.0.30729; Media Center PC 6.0; MDDC; Tablet PC 2.0) UA-CPU: AMD64 Accept-Encoding: gzip, deflate Connection: Keep-Alive Host: devl:8080 ... I thought it might be P3P, but on adding a compact policy, nothing changes. This is the standard Tomcat session, so I'm really surprised I haven't been able to find other people with the same problem so far. Anyone have any ideas?

    Read the article

  • Creating a GraphicsPath from a semi-transparent bitmap

    - by Moozhe
    I want to create a GraphicsPath and a list of Points to form the outline of the non-transparent area of a bitmap. If needed, I can guarantee that each image has only one solid collection of nontransparent pixels. So for example, I should be able to record the points either clockwise or counter-clockwise along the edge of the pixels and perform a full closed loop. The speed of this algorithm is not important. However, the efficiency of the resulting points is semi-important if I can skip some points to reduce in a smaller and less complex GraphicsPath. I will list my current code below which works perfectly with most images. However, some images which are more complex end up with paths which seem to connect in the wrong order. I think I know why this occurs, but I can't come up with a solution. public static Point[] GetOutlinePoints(Bitmap image) { List<Point> outlinePoints = new List<Point>(); BitmapData bitmapData = image.LockBits(new Rectangle(0, 0, image.Width, image.Height), ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb); byte[] originalBytes = new byte[image.Width * image.Height * 4]; Marshal.Copy(bitmapData.Scan0, originalBytes, 0, originalBytes.Length); for (int x = 0; x < bitmapData.Width; x++) { for (int y = 0; y < bitmapData.Height; y++) { byte alpha = originalBytes[y * bitmapData.Stride + 4 * x + 3]; if (alpha != 0) { Point p = new Point(x, y); if (!ContainsPoint(outlinePoints, p)) outlinePoints.Add(p); break; } } } for (int y = 0; y < bitmapData.Height; y++) { for (int x = bitmapData.Width - 1; x >= 0; x--) { byte alpha = originalBytes[y * bitmapData.Stride + 4 * x + 3]; if (alpha != 0) { Point p = new Point(x, y); if (!ContainsPoint(outlinePoints, p)) outlinePoints.Add(p); break; } } } for (int x = bitmapData.Width - 1; x >= 0; x--) { for (int y = bitmapData.Height - 1; y >= 0; y--) { byte alpha = originalBytes[y * bitmapData.Stride + 4 * x + 3]; if (alpha != 0) { Point p = new Point(x, y); if (!ContainsPoint(outlinePoints, p)) outlinePoints.Add(p); break; } } } for (int y = bitmapData.Height - 1; y >= 0; y--) { for (int x = 0; x < bitmapData.Width; x++) { byte alpha = originalBytes[y * bitmapData.Stride + 4 * x + 3]; if (alpha != 0) { Point p = new Point(x, y); if (!ContainsPoint(outlinePoints, p)) outlinePoints.Add(p); break; } } } // Added to close the loop outlinePoints.Add(outlinePoints[0]); image.UnlockBits(bitmapData); return outlinePoints.ToArray(); } public static bool ContainsPoint(IEnumerable<Point> points, Point value) { foreach (Point p in points) { if (p == value) return true; } return false; } And when I turn the points into a path: GraphicsPath outlinePath = new GraphicsPath(); outlinePath.AddLines(_outlinePoints); Here's an example showing what I want. The red outline should be an array of points which can be made into a GraphicsPath in order to perform hit detection, draw an outline pen, and fill it with a brush.

    Read the article

  • NSURLConnection not "firing" until UITableView scrolls..

    - by Simon
    Hi, I've got a UITableView that loads an image asynchronously and places it in the UITableViewCell once it's loaded (I'm using almost the exact same code as in the "LazyTableImages" tutorial). This works fine for all images when I scroll the table, but it's not loading the images that are first in the view. The code is definitely working fine as the class that actually sends the NSURLConnection request is being called correctly (I added an NSLog and it reached the console). The NSURLConnection is just not calling the delegate methods (didReceiveData, connectionDidFinishLoading, etc). Here's my code: HomeController.m - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; NSArray *feed = [feeds objectAtIndex: indexPath.row]; /** * Name of person */ [...] /** * Feed entry */ [...] /** * Misc work */ [...] } FeedRecord *feedRecord = [self.entries objectAtIndex:indexPath.row]; if( !feedRecord.image ) { if (self.table.dragging == NO && self.table.decelerating == NO) { [self startIconDownload:feedRecord forIndexPath:indexPath]; } cell.imageView.image = [UIImage imageNamed:@"Placeholder.png"]; } return cell; } - (void)startIconDownload:(FeedRecord *)feedRecord forIndexPath:(NSIndexPath *)indexPath { IconDownloader *iconDownloader = [imageDownloadsInProgress objectForKey:indexPath]; if (iconDownloader == nil) { iconDownloader = [[IconDownloader alloc] init]; iconDownloader.feedRecord = feedRecord; iconDownloader.indexPathInTableView = indexPath; iconDownloader.delegate = self; [imageDownloadsInProgress setObject:iconDownloader forKey:indexPath]; [iconDownloader startDownload]; [iconDownloader release]; } } IconDownload.m #import "IconDownloader.h" #import "FeedRecord.h" #define kAppIconHeight 48 @implementation IconDownloader @synthesize feedRecord; @synthesize indexPathInTableView; @synthesize delegate; @synthesize activeDownload; @synthesize imageConnection; #pragma mark - (void)dealloc { [feedRecord release]; [indexPathInTableView release]; [activeDownload release]; [imageConnection cancel]; [imageConnection release]; [super dealloc]; } - (void)startDownload { NSLog(@"%@ %@",@"Started downloading", feedRecord.profilePicture); // this shows in log self.activeDownload = [NSMutableData data]; // alloc+init and start an NSURLConnection; release on completion/failure NSURLConnection *conn = [[NSURLConnection alloc] initWithRequest: [NSURLRequest requestWithURL: [NSURL URLWithString:feedRecord.profilePicture]] delegate:self]; self.imageConnection = conn; NSLog(@"%@",conn); // this shows in log [conn release]; } - (void)cancelDownload { [self.imageConnection cancel]; self.imageConnection = nil; self.activeDownload = nil; } #pragma mark - #pragma mark Download support (NSURLConnectionDelegate) - (void)connection:(NSURLConnection *)connection didReceiveData:(NSData *)data { NSLog(@"%@ %@",@"Got data for", feedRecord.profilePicture); [self.activeDownload appendData:data]; } - (void)connection:(NSURLConnection *)connection didFailWithError:(NSError *)error { NSLog(@"%@",@"Fail!"); // Clear the activeDownload property to allow later attempts self.activeDownload = nil; // Release the connection now that it's finished self.imageConnection = nil; } - (void)connectionDidFinishLoading:(NSURLConnection *)connection { NSLog(@"%@ %@",@"Done", feedRecord.profilePicture); // Set appIcon and clear temporary data/image UIImage *image = [[UIImage alloc] initWithData:self.activeDownload]; self.feedRecord.image = image; self.activeDownload = nil; [image release]; // Release the connection now that it's finished self.imageConnection = nil; NSLog(@"%@ %@",@"Our delegate is",delegate); // call our delegate and tell it that our icon is ready for display [delegate feedImageDidLoad:self.indexPathInTableView]; } @end Has anyone else experienced anything like this or can identify an issue with my code? Thanks!

    Read the article

  • Both tab & hover triggered popups problem

    - by carpenter
    I am trying to display divs when hovering over thumb-nails and/or both when tabbing onto them. If I stick to my mouse, the popups seem to work OK - if I start with a tab press I can show the popops also (foward only - no shift + tab yet). Any help getting them to play well together? <script type="text/javascript"> // Note: the below is being run from an onmouseover on a asp:HyperLink at the moment function onhovering_and_tabbingon2() { var active_hover = 0; var num_of_thumb; // set the default focus onto the first thumb-nail and make its popup display document.getElementById('link_no' + active_hover).focus(); // set focus on the first thumb $('#pop' + active_hover).toggleClass('popup'); // show its popup as it is hidden // for when hovering over the thumbs $(".box img").hover( // so as to effect only images/thumb-nails within divs of class=box when hovering over them function () { // test for if the image is a thumb-entry and not a popup image - of class=thumbs2 thumb = $(this).attr('class'); if (thumb != "thumbs2") { // I need to add/toggle the class here to a "div" and not to the image being hovered on, a div with text that corrosponds to the hovered on image though // so grab the number of the thumb_entry - to use to id the div. num_of_thumb = $(this).attr('id').replace('thumb_entry_No', ''); // find the div with id 'pop' + num_of_thumb, and toggleClass on it $('#pop' + num_of_thumb).toggleClass('popup'); // shows the hovered on pic's popup // move the focus to the hovered on pic's a tag ?????? document.getElementById('link_no' + num_of_thumb).focus(); // if the previous popup that was showing was in box2.. if (active_hover == 1 || active_hover% 2 == 1) { $('#pop' + active_hover).toggleClass('popup4_line2'); } else { // remove/toggle the previous active popup's visibility $('#pop' + active_hover).toggleClass('popup'); } // set the new active_hover to num_of_thumb active_hover = num_of_thumb; } }, function () { } ); // same thing again - but for my second row/line of entries/thumb-nails... $(".box2 img").hover( // so as to effect only images/thumbs within divs of class=box2 function () { // test if the image is a thumb-entry and not a popup image thumb = $(this).attr('class'); if (thumb != "thumbs2") { // I need to add the class here to a "div" and not to the image being hovered on, a div that corrosponds to the hovered on image though // so grab the number of the thumb_entry being hovered on, so as to id the div. num_of_thumb = $(this).attr('id').replace('thumb_entry_No', ''); // find the div with id='pop' + num_of_thumb, and toggleClass on it $('#pop' + num_of_thumb).toggleClass('popup4_line2'); // move the focus to the hovered on pic's a tag ?? document.getElementById('link_no' + num_of_thumb).focus(); // if the previous popup that was showing was in box.. // or if the active_hover is even (modulus) if (active_hover == 0 || active_hover % 2 == 0) { $('#pop' + active_hover).toggleClass('popup'); } else { // remove the previous active visible popup $('#pop' + active_hover).toggleClass('popup4_line2'); } // set the new active_hover to num_of_thumb active_hover = num_of_thumb; } }, function () { } ); // todo: I would like to try to show the popups when tabbing through the thumb-nails also // but am lost... document.onkeyup = keypress; // ???? function keypress() { // alert("The key pressed was: " + window.event.keyCode); if (window.event.keyCode == "9") { //alert("The tab key was pressed!"); active_hover = active_hover + 1; // for tabbing into box 2 (odd numbers) if (active_hover == 1 || active_hover % 2 == 1) { // toggle visibility of previous popup $('#pop' + (active_hover - 1)).toggleClass('popup'); // toggle visibility of current popup $('#pop' + active_hover).toggleClass('popup4_line2'); // } else { // for tabbing into box from box2 // toggle visibility of previous popup $('#pop' + (active_hover - 1)).toggleClass('popup4_line2'); // toggle visibility of current popup $('#pop' + active_hover).toggleClass('popup'); // } // ?????? // // if (window.event.keyCode == "shift&9") { } } } } </script>

    Read the article

  • JPanel paint method is not being called, why?

    - by swift
    When i run this code the paintComponent method is not being called It may be very simple error but i dont know why this, plz. package test; import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Point; import java.awt.image.BufferedImage; import javax.swing.BorderFactory; import javax.swing.JPanel; class Userboard extends JPanel { static BufferedImage image; String shape; Point start; Point end; Point mp; String selected; int ex,ey;//eraser int w,h; public Userboard() { setOpaque(false); System.out.println("paper"); setBackground(Color.white); setBorder(BorderFactory.createLineBorder(Color.black)); } public void paintComponent(Graphics g) { System.out.println("userboard-paint"); try { //g.drawImage(image, 0, 0, this); Graphics2D g2 = (Graphics2D)g; g2.setPaint(Color.black); if(start!=null && end!=null) { if(selected==("elipse")) { System.out.println("userboard-elipse"); g2.drawOval(start.x, start.y,(end.x-start.x),(end.y-start.y)); System.out.println("userboard-elipse drawn"); } else if(selected==("rect")) g2.drawRect(start.x, start.y, (end.x-start.x),(end.y-start.y)); else if(selected==("line")) g2.drawLine(start.x,start.y,end.x,end.y); } } catch(Exception e) {} } //Function to draw the shape on image public void draw() { System.out.println("Userboard-draw"); System.out.println(selected); System.out.println(start); System.out.println(end); Graphics2D g2 = image.createGraphics(); g2.setPaint(Color.black); if(start!=null && end!=null) { if(selected=="line") g2.drawLine(start.x, start.y, end.x, end.y); else if(selected=="elipse") { System.out.println("userboard-elipse"); g2.drawOval(start.x, start.y, (end.x-start.x),(end.y-start.y)); System.out.println("userboard-elipse drawn"); } else if(selected=="rect") g2.drawRect(start.x, start.y, (end.x-start.x),(end.y-start.y)); } start=null; repaint(); g2.dispose(); } //To add the point to the board which is broadcasted by the server public void addPoint(Point ps,String varname,String shape,String event) { try { if(end==null) end = new Point(); if(start==null) start = new Point(); if(shape.equals("elipse")) this.selected="elipse"; else if(shape.equals("line")) this.selected="line"; else if(shape.equals("rect")) this.selected="rect"; else if(shape.equals("erase")) erase(); if(end!=null && start!=null) { if(varname.equals("end")) end=ps; else if(varname.equals("mp")) mp=ps; else if(varname.equals("start")) start=ps; if(event.equals("drag")) repaint(); else if(event.equals("release")) draw(); } repaint(); } catch(Exception e) { e.printStackTrace(); } } //Function which provides the erase functionality public void erase() { Graphics2D pic=(Graphics2D) image.getGraphics(); pic.setPaint(Color.white); if(start!=null) pic.fillRect(start.x, start.y, 10, 10); } //To set the size of the image public void setWidth(int x,int y) { System.out.println("("+x+","+y+")"); w=x; h=y; image = new BufferedImage(w, h, BufferedImage.TYPE_INT_ARGB); } //Function to add buttons into the panel, calling this function returns a panel }

    Read the article

  • UIImage rounded corners

    - by catlan
    I try to get rounded corners on a UIImage, what I read so far, the easiest way is to use a mask images. For this I used code from TheElements iPhone Example and some image resize code I found. My problem is that resizedImage is always nil and I don't find the error... - (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize { CGSize imageSize = [self size]; float width = imageSize.width; float height = imageSize.height; // scaleFactor will be the fraction that we'll // use to adjust the size. For example, if we shrink // an image by half, scaleFactor will be 0.5. the // scaledWidth and scaledHeight will be the original, // multiplied by the scaleFactor. // // IMPORTANT: the "targetHeight" is the size of the space // we're drawing into. The "scaledHeight" is the height that // the image actually is drawn at, once we take into // account the ideal of maintaining proportions float scaleFactor = 0.0; float scaledWidth = targetSize.width; float scaledHeight = targetSize.height; CGPoint thumbnailPoint = CGPointMake(0,0); // since not all images are square, we want to scale // proportionately. To do this, we find the longest // edge and use that as a guide. if ( CGSizeEqualToSize(imageSize, targetSize) == NO ) { // use the longeset edge as a guide. if the // image is wider than tall, we'll figure out // the scale factor by dividing it by the // intended width. Otherwise, we'll use the // height. float widthFactor = targetSize.width / width; float heightFactor = targetSize.height / height; if ( widthFactor < heightFactor ) scaleFactor = widthFactor; else scaleFactor = heightFactor; // ex: 500 * 0.5 = 250 (newWidth) scaledWidth = width * scaleFactor; scaledHeight = height * scaleFactor; // center the thumbnail in the frame. if // wider than tall, we need to adjust the // vertical drawing point (y axis) if ( widthFactor < heightFactor ) thumbnailPoint.y = (targetSize.height - scaledHeight) * 0.5; else if ( widthFactor > heightFactor ) thumbnailPoint.x = (targetSize.width - scaledWidth) * 0.5; } CGContextRef mainViewContentContext; CGColorSpaceRef colorSpace; colorSpace = CGColorSpaceCreateDeviceRGB(); // create a bitmap graphics context the size of the image mainViewContentContext = CGBitmapContextCreate (NULL, targetSize.width, targetSize.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast); // free the rgb colorspace CGColorSpaceRelease(colorSpace); if (mainViewContentContext==NULL) return NULL; //CGContextSetFillColorWithColor(mainViewContentContext, [[UIColor whiteColor] CGColor]); //CGContextFillRect(mainViewContentContext, CGRectMake(0, 0, targetSize.width, targetSize.height)); CGContextDrawImage(mainViewContentContext, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), self.CGImage); // Create CGImageRef of the main view bitmap content, and then // release that bitmap context CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext); CGContextRelease(mainViewContentContext); CGImageRef maskImage = [[UIImage imageNamed:@"Mask.png"] CGImage]; CGImageRef resizedImage = CGImageCreateWithMask(mainViewContentBitmapContext, maskImage); CGImageRelease(mainViewContentBitmapContext); // convert the finished resized image to a UIImage UIImage *theImage = [UIImage imageWithCGImage:resizedImage]; // image is retained by the property setting above, so we can // release the original CGImageRelease(resizedImage); // return the image return theImage; }

    Read the article

  • Using the FreeType lib to create text bitmaps to draw in OpenGL 3.x

    - by Andy
    At the moment I not too sure where my problem is. I can draw loaded images as textures no problem, however when I try to generate a bitmap with a char on it I just get a black box. I am confident that the problem is when I generate and upload the texture. Here is the method for that; the top section of the if statement just draws an texture of a image loaded from file (res/texture.jpg) and that draws perfectly. And the else part of the if statement will try to generate and upload a texture with the char (variable char enter) on. Source Code, I will add shaders and more of the C++ if needed but they work fine for the image. void uploadTexture() { if(enter=='/'){ // Draw the image. GLenum imageFormat; glimg::SingleImage image = glimg::loaders::stb::LoadFromFile("res/texture.jpg")->GetImage(0,0,0); glimg::OpenGLPixelTransferParams params = glimg::GetUploadFormatType(image.GetFormat(), 0); imageFormat = glimg::GetInternalFormat(image.GetFormat(),0); glGenTextures(1,&textureBufferObject); glBindTexture(GL_TEXTURE_2D, textureBufferObject); glimg::Dimensions dimensions = image.GetDimensions(); cout << "Texture dimensions w "<< dimensions.width << endl; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, dimensions.width, dimensions.height, 0, params.format, params.type, image.GetImageData()); }else { // Draw the char useing the FreeType Lib FT_Init_FreeType(&ft); FT_New_Face(ft, "arial.ttf", 0, &face); FT_Set_Pixel_Sizes(face, 0, 48); FT_GlyphSlot g = face->glyph; glGenTextures(1,&textureBufferObject); glBindTexture(GL_TEXTURE_2D, textureBufferObject); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); FT_Load_Char(face, enter, FT_LOAD_RENDER); FT_Bitmap theBitmap = g->bitmap; int BitmapWidth = g->bitmap.width; int BitmapHeight = g->bitmap.rows; cout << "draw char - " << enter << endl; cout << "g->bitmap.width - " << g->bitmap.width << endl; cout << "g->bitmap.rows - " << g->bitmap.rows << endl; int TextureWidth =roundUpToNextPowerOfTwo(g->bitmap.width); int TextureHeight =roundUpToNextPowerOfTwo(g->bitmap.rows); cout << "texture width x height - " << TextureWidth <<" x " << TextureHeight << endl; GLubyte* TextureBuffer = new GLubyte[ TextureWidth * TextureWidth ]; for(int j = 0; j < TextureHeight; ++j) { for(int i = 0; i < TextureWidth; ++i) { TextureBuffer[ j*TextureWidth + i ] = (j >= BitmapHeight || i >= BitmapWidth ? 0 : g->bitmap.buffer[ j*BitmapWidth + i ]); } } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, TextureWidth, TextureHeight, 0, GL_RGB8, GL_UNSIGNED_BYTE, TextureBuffer); } }

    Read the article

  • Unable to browse some pdfs and docs.

    - by JamesEggers
    I have a web site that uses Microsoft Indexing Service to index and query a directory that holds various documents of type pdf, rtf, mht, and doc. The indexing and querying works well (for the most part); however, some files will load while others will not. This is a Windows Server 2003 box running the site using IIS 6. The indexed directory is a sub directory off of the site's root directory (i.e. http://my.domain.com/files/). The file paths are accurate in the URL; however, I can only access some of the files of each file type. The files that I cannot access give a 404 File Not Found. I am able to open all files via windows explorer;however, attempting to open them via a browser over http is hit and miss. Has anyone experienced this issue and know how to resolve it? Anyone have any idea why I could access some files but not others? Does anyone have any recommendations on what to look into to try this (i.e. does owner matter or something like that?)? EDIT: Here is the Request and Response Headers for a bad file: GET /files/file1.pdf HTTP/1.1 Accept: image/gif, image/jpeg, image/pjpeg, image/pjpeg, application/x-shockwave-flash, application/xaml+xml, application/vnd.ms-xpsdocument, application/x-ms-xbap, application/x-ms-application, application/x-silverlight, application/vnd.ms-excel, application/vnd.ms-powerpoint, application/msword, / Accept-Language: en-us User-Agent: Mozilla/4.0 (compatible; MSIE 8.0; Windows NT 5.1; Trident/4.0; .NET CLR 1.1.4322; .NET CLR 2.0.50727; .NET CLR 3.0.04506.30; .NET CLR 3.0.04506.590; .NET CLR 3.0.04506.648; .NET CLR 3.5.21022; .NET CLR 3.0.4506.2152; .NET CLR 3.5.30729) Accept-Encoding: gzip, deflate Proxy-Connection: Keep-Alive Host: my.domain.com HTTP/1.1 404 Not Found Content-Length: 1635 Content-Type: text/html Server: Microsoft-IIS/6.0 X-Powered-By: ASP.NET Date: Mon, 01 Jun 2009 15:38:54 GMT [typical 404 page markup excluded] Here is the Request/Response headers for the good file: GET /files/file2.pdf HTTP/1.1 Accept: image/gif, image/jpeg, image/pjpeg, image/pjpeg, application/x-shockwave-flash, application/xaml+xml, application/vnd.ms-xpsdocument, application/x-ms-xbap, application/x-ms-application, application/x-silverlight, application/vnd.ms-excel, application/vnd.ms-powerpoint, application/msword, / Accept-Language: en-us User-Agent: Mozilla/4.0 (compatible; MSIE 8.0; Windows NT 5.1; Trident/4.0; .NET CLR 1.1.4322; .NET CLR 2.0.50727; .NET CLR 3.0.04506.30; .NET CLR 3.0.04506.590; .NET CLR 3.0.04506.648; .NET CLR 3.5.21022; .NET CLR 3.0.4506.2152; .NET CLR 3.5.30729) Accept-Encoding: gzip, deflate Proxy-Connection: Keep-Alive Host: my.domain.com HTTP/1.1 200 OK Content-Length: 352464 Content-Type: application/pdf Last-Modified: Tue, 13 Jan 2009 15:27:35 GMT Accept-Ranges: bytes ETag: "74ccc5759375c91:2a47" Server: Microsoft-IIS/6.0 X-Powered-By: ASP.NET Date: Mon, 01 Jun 2009 15:50:33 GMT

    Read the article

  • Application shows low memory warning and crashes while loading images?

    - by Bhoomi
    I am using following code for loading images from server using following code.When i scroll UITableView application crashes. AsynchrohousImageView class .m file - (void)dealloc { [connection cancel]; //in case the URL is still downloading [connection release]; [data release]; [_imageView release]; [_activityIndicator release]; [super dealloc]; } - (void)loadImageFromURL:(NSURL*)url defaultImageName:(NSString *)defaultImageName showDefaultImage:(BOOL)defaultImageIsShown showActivityIndicator:(BOOL)activityIndicatorIsShown activityIndicatorRect:(CGRect)activityIndicatorRect activityIndicatorStyle:(UIActivityIndicatorViewStyle)activityIndicatorStyle { if (connection!=nil) { [connection release]; } if (data!=nil) { [data release]; } if ([[self subviews] count]>0) { [[[self subviews] objectAtIndex:0] removeFromSuperview]; // } if (defaultImageIsShown) { self.imageView = [[[UIImageView alloc] initWithImage:[UIImage imageNamed:defaultImageName]] autorelease]; } else { self.imageView = [[[UIImageView alloc] init] autorelease]; } [self addSubview:_imageView]; _imageView.frame = self.bounds; [_imageView setNeedsLayout]; [self setNeedsLayout]; if (activityIndicatorIsShown) { self.activityIndicator = [[[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:activityIndicatorStyle] autorelease]; [self addSubview:_activityIndicator]; _activityIndicator.frame = activityIndicatorRect; _activityIndicator.center = CGPointMake(_imageView.frame.size.width/2, _imageView.frame.size.height/2); [_activityIndicator setHidesWhenStopped:YES]; [_activityIndicator startAnimating]; } NSURLRequest* request = [NSURLRequest requestWithURL:url cachePolicy:NSURLRequestUseProtocolCachePolicy timeoutInterval:60.0]; connection = [[NSURLConnection alloc] initWithRequest:request delegate:self]; } - (void)connection:(NSURLConnection *)theConnection didReceiveData:(NSData *)incrementalData { if (data==nil) { data = [[NSMutableData alloc] initWithCapacity:2048]; } [data appendData:incrementalData]; } - (void)connectionDidFinishLoading:(NSURLConnection*)theConnection { [connection release]; connection=nil; _imageView.image = [UIImage imageWithData:data]; if (_activityIndicator) { [_activityIndicator stopAnimating]; } [data release]; data=nil; } - (UIImage*) image { UIImageView* iv = [[self subviews] objectAtIndex:0]; return [iv image]; } In ViewController Class Which loads image - (UITableViewCell *)tableView:(UITableView *)tV cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *reuseIdentifier =@"CellIdentifier"; ListCell *cell = (ListCell *)[tableView dequeueReusableCellWithIdentifier:reuseIdentifier]; if (cell==nil) { cell = [[ListCell alloc]initWithStyle:UITableViewCellStyleDefault reuseIdentifier:reuseIdentifier]; NSMutableDictionary *dicResult = [arrResults objectAtIndex:indexPath.row]; NSURL *url=[NSURL URLWithString:[dicResult objectForKey:@"Image"]]; AsynchronousImageView *asyncImageView = [[AsynchronousImageView alloc] initWithFrame:CGRectMake(5, 10,80,80)]; [asyncImageView loadImageFromURL:url defaultImageName:@"DefaultImage.png" showDefaultImage:NO showActivityIndicator:YES activityIndicatorRect:CGRectMake(5, 10,30,30) activityIndicatorStyle:UIActivityIndicatorViewStyleGray]; // load our image with URL asynchronously [cell.contentView addSubview:asyncImageView]; // cell.imgLocationView.image = [UIImage imageNamed:[dicResult valueForKey:@"Image"]]; [asyncImageView release]; } if([arrResults count]==1) { UITableViewCell *cell1=[tableView dequeueReusableCellWithIdentifier:reuseIdentifier]; if(cell1==nil) cell1=[[[UITableViewCell alloc]initWithStyle:UITableViewCellStyleDefault reuseIdentifier:reuseIdentifier] autorelease]; NSMutableDictionary *dicResult = [arrResults objectAtIndex:0]; cell1.textLabel.text=[dicResult valueForKey:@"NoResults"]; return cell1; } else { NSMutableDictionary *dicResult = [arrResults objectAtIndex:indexPath.row]; NSString *title = [NSString stringWithFormat:@"%@ Bedrooms-%@", [dicResult valueForKey:KEY_NUMBER_OF_BEDROOMS],[dicResult valueForKey:KEY_PROPERTY_TYPE]]; NSString *strAddress = [dicResult valueForKey:KEY_DISPLAY_NAME]; NSString *address = [strAddress stringByReplacingOccurrencesOfString:@", " withString:@"\n"]; NSString *price = [dicResult valueForKey:KEY_PRICE]; NSString *distance = [dicResult valueForKey:KEY_DISTANCE]; cell.accessoryType = UITableViewCellAccessoryDisclosureIndicator; cell.lblTitle.text = title; cell.lblAddress.text = address; if ([price length]>0) { cell.lblPrice.text = [NSString stringWithFormat:@"£%@",price]; }else{ cell.lblPrice.text = @""; } if ([distance length]>0) { cell.lblmiles.text = [NSString stringWithFormat:@"%.2f miles",[distance floatValue]]; }else{ cell.lblmiles.text = @""; } } return cell; } How can i resolve this? I have attached heapshot analysis screen shot of it.Here non Object consumes so much of memory what is that?

    Read the article

  • How to make a character jump, both on objects and just normal jump.

    - by haxerflaxer
    Hi, I'm kind of a beginner when it comes to java programming, and I have a project in school where I'm going to create a game much like Icy Tower. And my question is, how am I going to write to make the character stand on the ground and be able to jump up on objects? Here's my code so far: Part one package Sprites; import java.awt.Image; import java.awt.event.KeyEvent; import javax.swing.ImageIcon; public class jumper { private String jump = "oka.png"; private int dx; private int dy; private int x; private int y; private Image image; public jumper() { ImageIcon ii = new ImageIcon(this.getClass().getResource(jump)); image = ii.getImage(); x = 50; y = 100; } public void move() { x += dx; y += dy; } public int getX() { return x; } public int getY() { return y; } public Image getImage() { return image; } public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { dx = -5; ImageIcon ii = new ImageIcon(this.getClass().getResource("oki.png")); image = ii.getImage(); } if (key == KeyEvent.VK_RIGHT){ dx = 5; ImageIcon ii = new ImageIcon(this.getClass().getResource("oka.png")); image = ii.getImage(); } if (key == KeyEvent.VK_SPACE) { dy = -5; } if (key == KeyEvent.VK_DOWN) { dy = 5; } } public void keyReleased(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { dx = 0; } if (key == KeyEvent.VK_RIGHT){ dx = 0; } if (key == KeyEvent.VK_SPACE) { dy = 0; } if (key == KeyEvent.VK_DOWN) { dy = 0; } } } Part two package Sprites; import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Toolkit; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import javax.swing.JPanel; import javax.swing.Timer; public class board extends JPanel implements ActionListener { private Timer klocka; private jumper jumper; public board() { addKeyListener(new TAdapter()); setFocusable(true); setBackground(Color.WHITE); setDoubleBuffered(true); jumper = new jumper(); klocka = new Timer(5, this); klocka.start(); } public void paint(Graphics g) { super.paint(g); Graphics2D g2d = (Graphics2D)g; g2d.drawImage(jumper.getImage(), jumper.getX(), jumper.getY(), this); Toolkit.getDefaultToolkit().sync(); g.dispose(); } public void actionPerformed(ActionEvent e) { jumper.move(); repaint(); } private class TAdapter extends KeyAdapter { public void keyReleased(KeyEvent e) { jumper.keyReleased(e); } public void keyPressed(KeyEvent e) { jumper.keyPressed(e); } } } Part three package Sprites; import javax.swing.JFrame; public class RType extends JFrame { public RType() { add(new board()); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setSize(800, 600); setLocationRelativeTo(null); setTitle("R - type"); setResizable(false); setVisible(true); } public static void main(String[] args) { new RType(); } } I really appreciate all the help I can get!

    Read the article

  • How do you make a character jump, both on objects and just normal jump?

    - by haxerflaxer
    Hi, I'm kind of a beginner when it comes to java programming, and I have a project in school where I'm going to create a game much like Icy Tower. And my question is, how am I going to write to make the character stand on the ground and be able to jump up on objects? Here's my code so far: Part one package Sprites; import java.awt.Image; import java.awt.event.KeyEvent; import javax.swing.ImageIcon; public class jumper { private String jump = "oka.png"; private int dx; private int dy; private int x; private int y; private Image image; public jumper() { ImageIcon ii = new ImageIcon(this.getClass().getResource(jump)); image = ii.getImage(); x = 50; y = 100; } public void move() { x += dx; y += dy; } public int getX() { return x; } public int getY() { return y; } public Image getImage() { return image; } public void keyPressed(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { dx = -5; ImageIcon ii = new ImageIcon(this.getClass().getResource("oki.png")); image = ii.getImage(); } if (key == KeyEvent.VK_RIGHT){ dx = 5; ImageIcon ii = new ImageIcon(this.getClass().getResource("oka.png")); image = ii.getImage(); } if (key == KeyEvent.VK_SPACE) { dy = -5; } if (key == KeyEvent.VK_DOWN) { dy = 5; } } public void keyReleased(KeyEvent e) { int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { dx = 0; } if (key == KeyEvent.VK_RIGHT){ dx = 0; } if (key == KeyEvent.VK_SPACE) { dy = 0; } if (key == KeyEvent.VK_DOWN) { dy = 0; } } } Part two package Sprites; import java.awt.Color; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.Toolkit; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import javax.swing.JPanel; import javax.swing.Timer; public class board extends JPanel implements ActionListener { private Timer klocka; private jumper jumper; public board() { addKeyListener(new TAdapter()); setFocusable(true); setBackground(Color.WHITE); setDoubleBuffered(true); jumper = new jumper(); klocka = new Timer(5, this); klocka.start(); } public void paint(Graphics g) { super.paint(g); Graphics2D g2d = (Graphics2D)g; g2d.drawImage(jumper.getImage(), jumper.getX(), jumper.getY(), this); Toolkit.getDefaultToolkit().sync(); g.dispose(); } public void actionPerformed(ActionEvent e) { jumper.move(); repaint(); } private class TAdapter extends KeyAdapter { public void keyReleased(KeyEvent e) { jumper.keyReleased(e); } public void keyPressed(KeyEvent e) { jumper.keyPressed(e); } } } Part three package Sprites; import javax.swing.JFrame; public class RType extends JFrame { public RType() { add(new board()); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setSize(800, 600); setLocationRelativeTo(null); setTitle("R - type"); setResizable(false); setVisible(true); } public static void main(String[] args) { new RType(); } } I really appreciate all the help I can get!

    Read the article

  • Flash As3 Loader Problem

    - by Hadar
    Hi iam trying to load a few external jpegs in As3. It works fine locally in Flash, but it dosen't work at all ion my server. My app also loads a youtube video simultaneously. function drawResult(index,videoID,song_title,thumbnail:String=null) { var theClip:resultRowClip=new resultRowClip (); _clip.addChild(theClip); myArray[index] = new Array(videoID,theClip); theClip.y=0+(43*(index-1)); theClip.rowText.text = song_title; theClip.rowBack.visible = false; if (thumbnail != ""){ theClip.tHolder.visible=true; loadImage(thumbnail,index); } } function loadImage(url:String,index):void { //this.myClip.myText.text += "load image"; // Set properties on my Loader object var imageLoader:Loader = new Loader(); imageLoader.load(new URLRequest(url)); imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, function (evt:Event){imageLoaded(evt,index)}); } function imageLoaded(evt,id):void { //this.myClip.myText.text += "id : evt : " + evt.status; // Load Image var image:Bitmap = new Bitmap(evt.target.content.bitmapData); myArray[id][1].tHolder.addChild(image); myArray[id][1].tHolder.width=myArray[id][1].tHolder.width*0.35; myArray[id][1].tHolder.height=myArray[id][1].tHolder.height*0.35; } Does anyone knows what the problem is ? ** I added two Evenet listeners from io Error : imageLoader.addEventListener(IOErrorEvent.IO_ERROR,ioErrorHandler); imageLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,ioErrorHandler); This is the function for handling the errors : private function ioErrorHandler(event:IOErrorEvent):void { this.myClip.myText.text +=("ioErrorHandler: " + event); } anyway, I got no errors... I also tried to move the listeners before imageLoader.load but it's still the same...no errors and no data loaded.. I change my code to patrikS suggestion : function loadImage(url:String,index):void { //this.myClip.myText.text += "load image"; // Set properties on my Loader object //if (index != 1) return; var imageLoader:Loader = new Loader(); imageLoader.name = index.toString(); //myArray[index][1].addChild(imageLoader); //imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, function (evt:Event){imageLoaded(evt,index)}); imageLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,completeHandler); imageLoader.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR,ioErrorHandler); imageLoader.load(new URLRequest(url)); } My current completeHandler function(tnx patrikS ) : private function completeHandler(evt:Event):void{ //this.myClip.myText.text += "id : evt : " + evt.status; // Load Image trace("evt target loader name : "+ evt.target.loader.name ); evt.target.removeEventListener(Event.COMPLETE, completeHandler ); var image:Bitmap = new Bitmap(evt.target.content.bitmapData); myArray[evt.target.loader.name][1].tHolder.addChild(image); myArray[evt.target.loader.name][1].tHolder.width=myArray[evt.target.loader.name][1].tHolder.width*0.35; myArray[evt.target.loader.name][1].tHolder.height=myArray[evt.target.loader.name][1].tHolder.height*0.35; //trace (hadar.y + "Y / X" + hadar.x); } It still work only on flash IDE and dosent work on any browser...

    Read the article

  • UIImage rounded corners

    - by catlan
    I try to get rounded corners on a UIImage, what I read so far, the easiest way is to use a mask images. For this I used code from TheElements iPhone Example and some image resize code I found. My problem is that resizedImage is always nil and I don't find the error... - (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize { CGSize imageSize = [self size]; float width = imageSize.width; float height = imageSize.height; // scaleFactor will be the fraction that we'll // use to adjust the size. For example, if we shrink // an image by half, scaleFactor will be 0.5. the // scaledWidth and scaledHeight will be the original, // multiplied by the scaleFactor. // // IMPORTANT: the "targetHeight" is the size of the space // we're drawing into. The "scaledHeight" is the height that // the image actually is drawn at, once we take into // account the ideal of maintaining proportions float scaleFactor = 0.0; float scaledWidth = targetSize.width; float scaledHeight = targetSize.height; CGPoint thumbnailPoint = CGPointMake(0,0); // since not all images are square, we want to scale // proportionately. To do this, we find the longest // edge and use that as a guide. if ( CGSizeEqualToSize(imageSize, targetSize) == NO ) { // use the longeset edge as a guide. if the // image is wider than tall, we'll figure out // the scale factor by dividing it by the // intended width. Otherwise, we'll use the // height. float widthFactor = targetSize.width / width; float heightFactor = targetSize.height / height; if ( widthFactor < heightFactor ) scaleFactor = widthFactor; else scaleFactor = heightFactor; // ex: 500 * 0.5 = 250 (newWidth) scaledWidth = width * scaleFactor; scaledHeight = height * scaleFactor; // center the thumbnail in the frame. if // wider than tall, we need to adjust the // vertical drawing point (y axis) if ( widthFactor < heightFactor ) thumbnailPoint.y = (targetSize.height - scaledHeight) * 0.5; else if ( widthFactor > heightFactor ) thumbnailPoint.x = (targetSize.width - scaledWidth) * 0.5; } CGContextRef mainViewContentContext; CGColorSpaceRef colorSpace; colorSpace = CGColorSpaceCreateDeviceRGB(); // create a bitmap graphics context the size of the image mainViewContentContext = CGBitmapContextCreate (NULL, targetSize.width, targetSize.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast); // free the rgb colorspace CGColorSpaceRelease(colorSpace); if (mainViewContentContext==NULL) return NULL; //CGContextSetFillColorWithColor(mainViewContentContext, [[UIColor whiteColor] CGColor]); //CGContextFillRect(mainViewContentContext, CGRectMake(0, 0, targetSize.width, targetSize.height)); CGContextDrawImage(mainViewContentContext, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), self.CGImage); // Create CGImageRef of the main view bitmap content, and then // release that bitmap context CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext); CGContextRelease(mainViewContentContext); CGImageRef maskImage = [[UIImage imageNamed:@"Mask.png"] CGImage]; CGImageRef resizedImage = CGImageCreateWithMask(mainViewContentBitmapContext, maskImage); CGImageRelease(mainViewContentBitmapContext); // convert the finished resized image to a UIImage UIImage *theImage = [UIImage imageWithCGImage:resizedImage]; // image is retained by the property setting above, so we can // release the original CGImageRelease(resizedImage); // return the image return theImage; }

    Read the article

  • Jquery only works the first time

    - by Tripping
    I am trying to teach myself general web development skills. I am trying to create a image upload with preview functionality using HTML5 FileAPI. Till now, I have created a file input which shows the preview of image when selected. Html mark up is below: <div> <!-- Photos --> <fieldset> <legend>PropertyPhotos</legend> <div class="upload-box" id="upload-box-1"> <div class="preview-box"> <img alt="Field for image cutting" id="preview_1" src="@Url.Content("~/Content/empty.png")" /> </div> <div> @Html.FileFor(model => model.File1) @Html.ValidationMessageFor(model => model.File1) </div> </div> <div class="upload-box" id="upload-box-2"> <div class="preview-box"> <img alt="Field for image cutting" id="preview_2" src="@Url.Content("~/Content/empty.png")" /> </div> <div> @Html.FileFor(model => model.File2) @Html.ValidationMessageFor(model => model.File2) </div> </div> <div class="upload-box" id="upload-box-3"> <div class="preview-box"> <img alt="Field for image cutting" id="preview_3" src="@Url.Content("~/Content/empty.png")" /> </div> <div> @Html.FileFor(model => model.File3) @Html.ValidationMessageFor(model => model.File3) </div> </div> </fieldset> </div> The Jquery to show preview and then display the next "upload-box" is as follows: <script type="text/javascript"> $(document).ready(function () { // show first box $("#upload-box-1").fadeIn(); //Get current & next step index var stepNum = $('div.upload-box').attr('id').replace(/[^\d]/g, ''); var nextNum = parseInt(stepNum)+1; //Get the preview image tag var preview = $('#preview_'+stepNum); //Load preview on file tag change and display second upload-box $('#File'+stepNum).change(function (evt) { var f = evt.target.files[0]; var reader = new FileReader(); if (!f.type.match('image.*')) { alert("The selected file does not appear to be an image."); return; } reader.onload = function (e) { preview.attr('src', e.target.result); }; reader.readAsDataURL(f); //Show next upload-box $("#upload-box-" + nextNum).fadeIn(); }); }); </script> However, this code only first for the first time ... i.e. on selecting a file - It shows a preview and then shows the next "upload-box". However, when I browse using the second file it doesn't show any preview. From what I have ready, I need to close the Jquery function so that it can be initialised again but I am not sure how to do that. Any help will be grateful.

    Read the article

  • How do I remove an element class after success?

    - by sharataka
    When the user clicks on a button in the form associated with it's image, I'd like the image to disappear on success. I'm having trouble implementing this. Any advice? <script type="text/javascript"> $(document).ready(function() { $(".removebutton").submit(function(event){ event.preventDefault(); $.ajax({ type:"POST", url:"/munch_video/", data: { 'video_id': $('.video_id', this).val(), // from form 'playlist': $('.playlist').val(), // from form 'add_remove': $('.add_remove').val(), // from form }, success: function(message){ alert(message); $('.span8').removeClass('.video_id', this); } }); return false; }); }); </script> <div class = "span8" style = "width: 900px;"> <!-- wrapper div --> <div class='wrapper huluDotCom'> <!-- image --> <div class="image" style="position: relative; left: 0; top: 0;"> <a href = "/partners/Business/huluDotCom"> <img src = "/huluDotCom.png"> </a> <!-- munchbutton div --> <div class='munchbutton'> <form method='post' action = '/munch_video/ ' class = 'removebutton'><div style='display:none'><input type='hidden' name='csrfmiddlewaretoken' value='dKrS8NzqPWFLM6u8wJrAeid4nGw1avGK' /></div> <input type="hidden" value="Channel" class = "playlist"/> <input type="hidden" value="huluDotCom" class = "video_id"/> <input type="hidden" value="remove_video" class = "add_remove"/> <input type='submit' class="btn btn-danger" value='Remove from plate'/> </form> </div> <!-- end munchbutton div --> </div> <!-- end image div --> </div> <!-- end wrapper div --> <!-- wrapper div --> <div class='wrapper TheEllenShow'> <!-- image --> <div class="image" style="position: relative; left: 0; top: 0;"> <a href = "/partners/Business/TheEllenShow"> <img src = "/TheEllenShow.png"> </a> <!-- munchbutton div --> <div class='munchbutton'> <form method='post' action = '/munch_video/ ' class = 'removebutton'><div style='display:none'><input type='hidden' name='csrfmiddlewaretoken' value='dKrS8NzqPWFLM6u8wJrAeid4nGw1avGK' /></div> <input type="hidden" value="Channel" class = "playlist"/> <input type="hidden" value="TheEllenShow" class = "video_id"/> <input type="hidden" value="remove_video" class = "add_remove"/> <input type='submit' class="btn btn-danger" value='Remove from plate'/> </form> </div> <!-- end munchbutton div --> </div> <!-- end image div --> </div> <!-- end wrapper div --> </div>

    Read the article

  • XHTML / CSS help?

    - by Chris Leah
    Basically on GunChester my project I have an few pixel wide gap between #login_top (top image holder) and the 3 CSS col's below, #login_left, #login_centre and #login_right so that my first question why? and how can I fix this, this is in FF, Chrome and IE. Secondly the BG image seems to be overlaying twice as in its stretched at the top then the full picture does display as it should. I did have it working but when trying to fix the pixel gap I must of messed something up but no idea what, so it is now going pear shape, lease help with both these situations :)? Css below: @charset "utf-8"; /* Autoher: Chris Leah Date: 20/04/2010 (C) GunChester.net / Chris Leah HTML and Body CSS */ html, body { background-image: url(../images/home/bg.png); background-repeat: repeat-x; background-color: #070a12; text-align: center; /* for IE */ font-family: Verdana, Tahoma, Arial, sans-serif, Helvetica; } /* Wrapper div */ #wrapper { margin: 0 auto; /* align for good browsers */ text-align: left; /* counter the body center */ height: auto; width: 932px; margin-top:100px; } /* Logo div inside wrapper div */ #wrapper #logo { position: relative; height: auto; width: auto; text-align: center; } /* Wrapper login top div */ #wrapper #login_top { position: relative; height: auto; width: auto; float: left; } /* Wrapper login left div */ #wrapper #login_left { float: left; width: 259px; position: relative; } /* Wrapper login centre div */ #wrapper #login_centre { height: 152px; width: 385px; float: left; background-color: #181F37; background-image: url(../images/home/login_area.png); } /* Wrapper login right div */ #wrapper #login_right { float: right; width: 277px; position: relative; margin-right: 11px; } HTML for page below... <!DOCTYPE html> <html> <head> <!-- Meta Info --> <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> <!-- Page title --> <title>GunChester - Free Online Gangster RPG!</title> <!-- Link in CSS and JS files --> <link href="../css/home.css" rel="stylesheet" type="text/css" /> </head> <body> <!-- Content wrapper div layer --> <div id="wrapper"> <!-- Logo div layer --> <div id="logo"> <img src="../images/home/header.png" width="799" height="256" /> </div> <!-- Login top image div layer --> <div id="login_top"> <img src="../images/home/login_top.png" width="932" height="68" alt="Login Box Top Image" /> </div> <div id="login_left"> <img src="../images/home/login_left.png" width="259" height="152" alt="Login Left Image" /> </div> <!-- Login centre div layer --> <div id="login_centre"> test </div> <!-- Login right image div layer --> <div id="login_right"> <img src="../images/home/login_right.png" width="277" height="152" alt="Login Right Image" /> </div> </div> </body> </html>

    Read the article

  • Insert <div> outside every three <li>

    - by ignaty
    Hello. I have something like this: function cat_filter() { $.ajax({ type: "POST", url: 'json/cat_filter.aspx', data: "catId=" + "&styleId=" + "&colourId=" + "&sizeId=" + "&minPrice=" + "&maxPrice=", dataType: "json", beforeSend: function () { //load loading cursor }, success: function (data) { var CatItems = ""; for (var x = 0; x < data.PRODUCTS.length; x++) { CatItems += '<li class="jcarousel-item jcarousel-item-horizontal jcarousel-item-' + [x] + ' jcarousel-item-' + [x] + '-horizontal jcarousel-item-placeholder jcarousel-item-placeholder-horizontal"><a class="large_image" href="#"><img src="' + data.PRODUCTS[x].product_img + '" alt="' + data.PRODUCTS[x].product_name + '"></a><h3 class="geo_17_darkbrown">' + data.PRODUCTS[x].product_name + '</h3>'; if (data.PRODUCTS[x].product_onsale == 1) { CatItems += '<img alt="sale" src="assets/images/sale.gif" class="sale"><span class="geo_17_red_linethr">&pound;' + data.PRODUCTS[x].product_retailprice + '</span>&nbsp;&nbsp;<span class="price geo_17_darkbrown">&pound;' + data.PRODUCTS[x].product_webprice + '</span>'; } else { CatItems += '<span class="price geo_17_darkbrown">&pound;' + data.PRODUCTS[x].product_webprice + '</span>'; } if (data.PRODUCTS[x].product_COLOURS) { CatItems += '<span class="colour">'; for (var y = 0; y < data.PRODUCTS[x].product_COLOURS.length; y++) { CatItems += '<span><a href="' + data.PRODUCTS[x].product_COLOURS[y].colours_large + '"><img src="' + data.PRODUCTS[x].product_COLOURS[y].colours_thumb + '" alt="' + data.PRODUCTS[x].product_COLOURS[y].colour_name + '" /></a></span>'; } CatItems += '</span>'; } CatItems += '</li>'; } $('.carousel_00 ul').html(CatItems); }, complete: function () { //remove loading cursor } }); } This code generates this html: <div class="carousel_00"> <ul> <li><a href="#" class="large_image"><img src="assets/images/dress1.gif" alt="image"></a> <h3 class="geo_17_darkbrown">Rachel Dress</h3> <span class="price geo_17_darkbrown">&pound;89.99</span> <span class="colour"> <span><a href="assets/images/big_image_1.gif"><img src="assets/images/black.gif" alt="balck"></a></span> <span><img src="assets/images/brown.gif" alt="brown"></span> <span><img src="assets/images/purple.gif" alt="purple"></span> </span> </li> <li><a href="#"><img src="assets/images/dress2.gif" alt="image"></a> <h3 class="geo_17_darkbrown">Rachel Dress</h3> <span class="price geo_17_darkbrown">&pound;89.99</span> </li> <li><img class="sale" src="assets/images/sale.gif" alt="sale" /><a href="#"><img src="assets/images/dress3.gif" alt="image"></a> <h3 class="geo_17_darkbrown">Rachel Dress</h3> <span class="geo_17_red_linethr">&pound;99.99</span>&nbsp;&nbsp;<span class="price geo_17_darkbrown">&pound;89.99</span> </li> <li><a href="#"><img src="assets/images/dress1.gif" alt="image"></a> <h3 class="geo_17_darkbrown">Rachel Dress</h3> <span class="price geo_17_darkbrown">&pound;59.99</span> </li> <li><a href="#"><img src="assets/images/dress2.gif" alt="image"></a> <h3 class="geo_17_darkbrown">Rachel Dress</h3> <span class="price geo_17_darkbrown">&pound;89.99</span> </li> <li><a href="#"><img src="assets/images/dress3.gif" alt="image"></a> <h3 class="geo_17_darkbrown">Rachel Dress</h3> <span class="price geo_17_darkbrown">&pound;89.99</span> </li> <li><a href="#"><img src="assets/images/dress1.gif" alt="image"></a> <h3 class="geo_17_darkbrown">Rachel Dress</h3> <span class="price geo_17_darkbrown">&pound;89.99</span> </li> <li><a href="#"><img src="assets/images/dress2.gif" alt="image"></a> <h3 class="geo_17_darkbrown">Rachel Dress</h3> <span class="price geo_17_darkbrown">&pound;89.99</span> </li> <li><a href="#"><img src="assets/images/dress3.gif" alt="image"></a> <h3 class="geo_17_darkbrown">Rachel Dress</h3> <span class="price geo_17_darkbrown">&pound;89.99</span> </li> </ul></div> What I need is that every 3 li's will be in div /div. I know that this is not semantic and not right, but this is only for example. (Basically if I will figure put how to do this, I will replace li's on spans and that div that i need outside li's on li). Will be very glad if someone will help me. Because code that I have is already too much for me.

    Read the article

  • jquery, moving the current item to the top

    - by azz0r
    Hello, The problem I'm having is that if the fourth item has a long description, it cuts off as it goes below #features. What I was hoping is someone would have a suggestion on how to make the current item selected to move to the top? Code below: <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <script type="text/javascript" src="/library/jquery/1.4.js"></script> <script> Model.FeatureBar = { current:0, items:{}, init: function init(options){ var me = this; me.triggers = [] me.slides = [] this.container = jQuery('#features'); jQuery('.feature').each(function(i){ me.triggers[i] = {url: jQuery(this).children('.feature-title a').href, title: jQuery(this).children('.feature-title'),description:jQuery(this).children('.feature-description')} me.slides[i] = {image: jQuery(this).children('.feature-image')} }); for(var i in this.slides){ this.slides[i].image.hide(); this.triggers[i].description.hide(); } Model.FeatureBar.goToItem(0); setInterval(function(){Model.FeatureBar.next()},5000); }, next: function next(){ var i = (this.current+1 < this.triggers.length) ? this.current+1 : 0; this.goToItem(i); }, previous: function previous(){ var i = (this.current-1 > 1) ? this.current-1 : this.triggers.length; this.goToItem(i); }, goToItem: function goToItem(i) { if (!this.slides[i]) { throw 'Slide out of range'; } this.triggers[this.current].description.slideUp(); this.triggers[i].description.slideDown(); this.slides[this.current].image.hide(); this.slides[i].image.show(); this.current = i; }, } </script> </head> <body> <div id="features"> <div class="feature current"> <div style="display: none;" class="feature-image"> <a href="google.com"><img src="/design/images/four-oh-four.png"></a> </div> <h2 class="feature-title"><a href="google.com">Item 3</a></h2> <p style="display: none;" class="feature-description"><a href="google.com">Item 3 description</a></p> </div> <div class="feature"> <div class="movie-cover"> <a href="/movie/movie"><img src="/image1" alt="" title=""></a> </div> <div style="display: block;" class="feature-image"> <a href="/rudeboiz-14-arse-splitters/movie"><img src="/images/Featured/rude.png"></a> </div> <h2 class="feature-title"><a href="/rude/movie">Item 2</a></h2> <p style="display: block;" class="feature-description"><a href="/rude/movie">Item 2 description</a></p> </div> <div class="feature"> <div style="display: none;" class="feature-image"> <a href="/pissed-up-brits/movie"><img src="/design/images/four-oh-four.png"></a> </div> <h2 class="feature-title"><a href="/pis/movie">Item 1</a></h2> <p style="display: none;" class="feature-description"><a href="/pis/movie">Item one description</a></p> </div> <div class="feature"> <div style="display: none;" class="feature-image"> <a href="what.com"><img src="/images/Featured/indie.png"></a> </div> <h2 class="feature-title"><a href="what.com">Item 4</a></h2> <p style="display: none;" class="feature-description"><a href="what.com">Item 4 description</a></p> </div> </div> </body> </html>

    Read the article

  • jQuery featured content slider

    - by azz0r
    Hello, I have a content area that loops through divs and shows there content. I'm having trouble making it display the initial content, unfortunately it waits 5000 milliseconds before triggering the very first content area to display. Anyone spot an easy way to make it display the initial area, then slide to the next area and do them at 5000 milliseconds. JS Model.FeatureBar = { current:0, items:{}, init: function init(options){ var me = this; me.triggers = [] me.slides = [] this.container = jQuery('#features'); jQuery('.feature').each(function(i){ me.triggers[i] = {url: jQuery(this).children('.feature-title a').href, title: jQuery(this).children('.feature-title'),description:jQuery(this).children('.feature-description')} me.slides[i] = {image: jQuery(this).children('.feature-image')} }); for(var i in this.slides){ this.slides[i].image.hide(); this.triggers[i].description.hide(); } setInterval(function(){Model.FeatureBar.next()},5000); }, next: function next(){ var i = (this.current+1 < this.triggers.length) ? this.current+1 : 0; this.goToItem(i); }, previous: function previous(){ var i = (this.current-1 > 1) ? this.current-1 : this.triggers.length; this.goToItem(i); }, goToItem: function goToItem(i){ if(!this.slides[i]) throw 'Slide out of range'; this.triggers[this.current].description.slideUp(); this.triggers[i].description.slideDown(); this.slides[this.current].image.hide(); this.slides[i].image.show(); this.current = i; }, } html <div id="features"> <div class="feature current"> <div class="movie-cover"> <a href="/police/movie"><img title="" alt="" src="/design/images/four-oh-four.png"></a> </div> <div class="feature-image" style="display: none;"> <img src="/design/images/four-oh-four.png"> </div> <h2 class="feature-title"><a href="/police/movie">Police</a></h2> <p class="feature-description" style="overflow: hidden; display: block; height: 50.8604px; margin-top: 0px; margin-bottom: 0px; padding-top: 0px; padding-bottom: 0px;">DESCRIPTION</p> </div> <div class="feature"> <div class="movie-cover"> <a href="/rude/movie"><img title="" alt="" src="/design/images/four-oh-four.png"></a> </div> <div class="feature-image" style="display: none;"> <img src="/design/images/four-oh-four.png"> </div> <h2 class="feature-title"><a href="/rude/movie">Rude</a></h2> <p class="feature-description" style="overflow: hidden; display: block; height: 18.3475px; margin-top: 0px; margin-bottom: 0px; padding-top: 0px; padding-bottom: 0px;">DESCRIPTION</p> </div> <div class="feature"> <div class="movie-cover"> <a href="/brits/movie"><img title="" alt="" src="/design/images/four-oh-four.png"></a> </div> <div class="feature-image" style="display: block;"> <img src="/design/images/four-oh-four.png"> </div> <h2 class="feature-title"><a href="/brits/movie">Brits</a></h2> <p class="feature-description" style="overflow: hidden; display: block; height: 40.1549px; margin-top: 0px; margin-bottom: 0px; padding-top: 0px; padding-bottom: 0px;">DESCRIPTION</p> </div> <div class="feature"> <div class="movie-cover"> <a href="/indie/movie"><img title="" alt="" src="/design/images/four-oh-four.png"></a> </div> <div class="feature-image" style="display: none;"> <img src="/design/images/four-oh-four.png"> </div> <h2 class="feature-title"><a href="/indie/movie">Indie</a></h2> <p class="feature-description" style="overflow: hidden; display: block; height: 42.4247px; margin-top: 0px; margin-bottom: 0px; padding-top: 0px; padding-bottom: 0px;">DESCRIPTION</p> </div>

    Read the article

< Previous Page | 273 274 275 276 277 278 279 280 281 282 283 284  | Next Page >