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  • Convert video to apng/png?

    - by acidzombie24
    I tried to do this with ffmpeg but failed (i also failled making animated gifs). Is there a simple to use free program (command line is ok) to convert videos to animated pngs? As long as it doesnt dump the video frame by frame into png files and create a monster size png then i should like it.(I didnt see an option to make ffmpeg not dump every frame) From the wiki http://en.wikipedia.org/wiki/APNG

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  • Fastest PNG decoder for .NET

    - by sboisse
    Our web server needs to process many compositions of large images together before sending the results to web clients. This process is performance critical because the server can receive several thousands of requests per hour. Right now our solution loads PNG files (around 1MB each) from the HD and sends them to the video card so the composition is done on the GPU. We first tried loading our images using the PNG decoder exposed by the XNA API. We saw the performance was not too good. To understand if the problem was loading from the HD or the decoding of the PNG, we modified that by loading the file in a memory stream, and then sending that memory stream to the .NET PNG decoder. The difference of performance using XNA or using System.Windows.Media.Imaging.PngBitmapDecoder class is not significant. We roughly get the same levels of performance. Our benchmarks show the following performance results: Load images from disk: 37.76ms 1% Decode PNGs: 2816.97ms 77% Load images on Video Hardware: 196.67ms 5% Composition: 87.80ms 2% Get composition result from Video Hardware: 166.21ms 5% Encode to PNG: 318.13ms 9% Store to disk: 3.96ms 0% Clean up: 53.00ms 1% Total: 3680.50ms 100% From these results we see that the slowest parts are when decoding the PNG. So we are wondering if there wouldn't be a PNG decoder we could use that would allow us to reduce the PNG decoding time. We also considered keeping the images uncompressed on the hard disk, but then each image would be 10MB in size instead of 1MB and since there are several tens of thousands of these images stored on the hard disk, it is not possible to store them all without compression.

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  • convert a pdf/djvu file to png's under Linux how? [closed]

    - by user66732
    Imagemagick doesn't work (Fedora 14) on one PDF file: $ convert -density 300 INPUT.PDF out.png Error: /ioerror in --showpage-- Operand stack: 1 true Execution stack: %interp_exit .runexec2 --nostringval-- --nostringval-- --nostringval-- 2 %stopped_push --nostringval-- --nostringval-- --nostringval-- false 1 %stopped_push 1878 1 3 %oparray_pop 1877 1 3 %oparray_pop 1861 1 3 %oparray_pop --nostringval-- --nostringval-- 141 1 319 --nostringval-- %for_pos_int_continue --nostringval-- --nostringval-- 1761 0 9 %oparray_pop --nostringval-- --nostringval-- Dictionary stack: --dict:1157/1684(ro)(G)-- --dict:1/20(G)-- --dict:75/200(L)-- --dict:75/200(L)-- --dict:108/127(ro)(G)-- --dict:288/300(ro)(G)-- --dict:22/25(L)-- --dict:6/8(L)-- --dict:22/40(L)-- Current allocation mode is local Last OS error: 27 GPL Ghostscript 8.71: Unrecoverable error, exit code 1 convert: Postscript delegate failed INPUT.PDF': @ error/pdf.c/ReadPDFImage/645.<br> convert: missing an image filenameout.png' @ error/convert.c/ConvertImageCommand/2953. $ And it doesn't work on a djvu file: $ convert -density 300 INPUT.DJVU out.png convert: no decode delegate for this image format INPUT.DJVU' @ error/constitute.c/ReadImage/532.<br> convert: missing an image filenameout.png' @ error/convert.c/ConvertImageCommand/2953. $ an extra: the output filenames. out-0.png out-1.png ... out-9.png out-10.png out-11.png .. out-123.png out-124.png is there a way to be like this?: out-000.png out-001.png ... out-009.png out-010.png out-011.png .. out-123.png out-124.png because they would be in wrong order: out-0.png out-1.png out-10.png out-11.png out-123.png out-124.png out-9.png thank you :\

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  • convert a pdf/djvu file to png's under Linux how?

    - by user62367
    Imagemagick doesn't work (Fedora 14) on one PDF file: $ convert -density 300 INPUT.PDF out.png Error: /ioerror in --showpage-- Operand stack: 1 true Execution stack: %interp_exit .runexec2 --nostringval-- --nostringval-- --nostringval-- 2 %stopped_push --nostringval-- --nostringval-- --nostringval-- false 1 %stopped_push 1878 1 3 %oparray_pop 1877 1 3 %oparray_pop 1861 1 3 %oparray_pop --nostringval-- --nostringval-- 141 1 319 --nostringval-- %for_pos_int_continue --nostringval-- --nostringval-- 1761 0 9 %oparray_pop --nostringval-- --nostringval-- Dictionary stack: --dict:1157/1684(ro)(G)-- --dict:1/20(G)-- --dict:75/200(L)-- --dict:75/200(L)-- --dict:108/127(ro)(G)-- --dict:288/300(ro)(G)-- --dict:22/25(L)-- --dict:6/8(L)-- --dict:22/40(L)-- Current allocation mode is local Last OS error: 27 GPL Ghostscript 8.71: Unrecoverable error, exit code 1 convert: Postscript delegate failed INPUT.PDF': @ error/pdf.c/ReadPDFImage/645.<br> convert: missing an image filenameout.png' @ error/convert.c/ConvertImageCommand/2953. $ And it doesn't work on a djvu file: $ convert -density 300 INPUT.DJVU out.png convert: no decode delegate for this image format INPUT.DJVU' @ error/constitute.c/ReadImage/532.<br> convert: missing an image filenameout.png' @ error/convert.c/ConvertImageCommand/2953. $ an extra: the output filenames. out-0.png out-1.png ... out-9.png out-10.png out-11.png .. out-123.png out-124.png is there a way to be like this?: out-000.png out-001.png ... out-009.png out-010.png out-011.png .. out-123.png out-124.png because they would be in wrong order: out-0.png out-1.png out-10.png out-11.png out-123.png out-124.png out-9.png thank you :\

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  • convert a pdf/djvu file to png's under Linux how?

    - by user62367
    Imagemagick doesn't work (Fedora 14) on one PDF file: $ convert -density 300 INPUT.PDF out.png Error: /ioerror in --showpage-- Operand stack: 1 true Execution stack: %interp_exit .runexec2 --nostringval-- --nostringval-- --nostringval-- 2 %stopped_push --nostringval-- --nostringval-- --nostringval-- false 1 %stopped_push 1878 1 3 %oparray_pop 1877 1 3 %oparray_pop 1861 1 3 %oparray_pop --nostringval-- --nostringval-- 141 1 319 --nostringval-- %for_pos_int_continue --nostringval-- --nostringval-- 1761 0 9 %oparray_pop --nostringval-- --nostringval-- Dictionary stack: --dict:1157/1684(ro)(G)-- --dict:1/20(G)-- --dict:75/200(L)-- --dict:75/200(L)-- --dict:108/127(ro)(G)-- --dict:288/300(ro)(G)-- --dict:22/25(L)-- --dict:6/8(L)-- --dict:22/40(L)-- Current allocation mode is local Last OS error: 27 GPL Ghostscript 8.71: Unrecoverable error, exit code 1 convert: Postscript delegate failed INPUT.PDF': @ error/pdf.c/ReadPDFImage/645.<br> convert: missing an image filenameout.png' @ error/convert.c/ConvertImageCommand/2953. $ And it doesn't work on a djvu file: $ convert -density 300 INPUT.DJVU out.png convert: no decode delegate for this image format INPUT.DJVU' @ error/constitute.c/ReadImage/532.<br> convert: missing an image filenameout.png' @ error/convert.c/ConvertImageCommand/2953. $ an extra: the output filenames. out-0.png out-1.png ... out-9.png out-10.png out-11.png .. out-123.png out-124.png is there a way to be like this?: out-000.png out-001.png ... out-009.png out-010.png out-011.png .. out-123.png out-124.png because they would be in wrong order: out-0.png out-1.png out-10.png out-11.png out-123.png out-124.png out-9.png thank you :\

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  • Adobe Flex Transparency not working on Button icon

    - by johnc
    I am fairly inexperienced with Flex, but my googling has retrieved nothing to suggest this is an obvious question. I have an mx:Button with an Icon on it that is a png file with a transparent background, as below, however the transparency is not working, and the icon is painted with a white background. <mx:Button label="Button" icon="@Embed(source='images/clearTracks.png')"/> I have seen how to use a ByteArrayImage to get a transparency working on an image, but this technique doesn't appear available for a button's icon property.

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  • How to make ARGB transparency using bitwise operators.

    - by Smejda
    I need to make transparency, having 2 pixels: pixel1: {A, R, G, B} - foreground pixel pixel2: {A, R, G, B} - background pixel A,R,G,B are Byte values each color is represented by byte value now I'm calculating transparency as: newR = pixel2_R * alpha / 255 + pixel1_R * (255 - alpha) / 255 newG = pixel2_G * alpha / 255 + pixel1_G * (255 - alpha) / 255 newB = pixel2_B * alpha / 255 + pixel1_B * (255 - alpha) / 255 but it is too slow I need to do it with bitwise operators (AND,OR,XOR, NEGATION, BIT MOVE)

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  • NSColor transparency on black background?

    - by Alex Zielenski
    In the background of my view, I draw a light blue color. And in the middle, i have a square box that is supposed to have an even lighter gray in it that has a 20% transparency. But for some reason the transparency is on top of a black background instead of a blue. I'm sorry If i'm not being clear.

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  • Images in the project NOT adding to array - don't know why.

    - by Sam Jarman
    Hi there, I have to sets of images. Each set has 16 images. One set is called 0.png through to 15.png the other is a0.png through to a15.png. In my app, it loads each one dependent on a variable (which by logging, I have proved it works) here is the code [MemoryManager sharedMemoryManager]; NSLog(@"THEME: %@", [MemoryManager sharedMemoryManager].themeName); imageArray = [[NSMutableArray alloc] init]; if([MemoryManager sharedMemoryManager].themeName == @"hand"){ NSLog(@"Here 2"); [imageArray addObject:[UIImage imageNamed:@"0.png"]]; // [imageArray addObject:[UIImage imageNamed:@"1.png"]];//1 [imageArray addObject:[UIImage imageNamed:@"2.png"]];//2 [imageArray addObject:[UIImage imageNamed:@"3.png"]];//3 [imageArray addObject:[UIImage imageNamed:@"4.png"]];//4 [imageArray addObject:[UIImage imageNamed:@"5.png"]];//5 [imageArray addObject:[UIImage imageNamed:@"6.png"]];//6 [imageArray addObject:[UIImage imageNamed:@"7.png"]];//7 [imageArray addObject:[UIImage imageNamed:@"8.png"]];//8 [imageArray addObject:[UIImage imageNamed:@"9.png"]];//9 [imageArray addObject:[UIImage imageNamed:@"10.png"]];//10 [imageArray addObject:[UIImage imageNamed:@"11.png"]];//11 [imageArray addObject:[UIImage imageNamed:@"12.png"]];//12 [imageArray addObject:[UIImage imageNamed:@"13.png"]];//13 [imageArray addObject:[UIImage imageNamed:@"14.png"]];//14 [imageArray addObject:[UIImage imageNamed:@"15.png"]];//15 } if([MemoryManager sharedMemoryManager].themeName == @"letters"){ NSLog(@"Here 3"); //[imageArray removeAllObjects]; [imageArray addObject:[UIImage imageNamed:@"a0.png"]]; // [imageArray addObject:[UIImage imageNamed:@"a1.png"]];//1 [imageArray addObject:[UIImage imageNamed:@"a2.png"]];//2 [imageArray addObject:[UIImage imageNamed:@"a3.png"]];//3 [imageArray addObject:[UIImage imageNamed:@"a4.png"]];//4 [imageArray addObject:[UIImage imageNamed:@"a5.png"]];//5 [imageArray addObject:[UIImage imageNamed:@"a6.png"]];//6 [imageArray addObject:[UIImage imageNamed:@"a7.png"]];//7 [imageArray addObject:[UIImage imageNamed:@"a8.png"]];//8 [imageArray addObject:[UIImage imageNamed:@"a9.png"]];//9 [imageArray addObject:[UIImage imageNamed:@"a10.png"]];//10 [imageArray addObject:[UIImage imageNamed:@"a11.png"]];//11 [imageArray addObject:[UIImage imageNamed:@"a12.png"]];//12 [imageArray addObject:[UIImage imageNamed:@"a13.png"]];//13 [imageArray addObject:[UIImage imageNamed:@"a14.png"]];//14 [imageArray addObject:[UIImage imageNamed:@"a15.png"]];//15 NSLog(@"Here 4"); } The log says 2010-05-26 21:30:57.092 Memory[22155:207] Here 1 2010-05-26 21:30:57.093 Memory[22155:207] THEME: letters 2010-05-26 21:30:57.095 Memory[22155:207] Here 3 2010-05-26 21:30:57.109 Memory[22155:207] Here 4 The images are in the same folder the .xproj file is. They simply is just not working. Any ideas? Cheers

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  • IE6 PNG transparency fix with Backgroud positioned

    - by durilai
    So I am using this to fix PNG transparency on background images in IE6 ul li a { background-image: url('/NewSite/Content/Images/Sprite.png'); background-repeat: no-repeat; background-position: 0 -48px; background-image: none; filter: progid:DXImageTransform.Microsoft.AlphaImageLoader(src=/NewSite/Content/Images/Sprite.png, sizingMethod='crop'); } This works great, however I have run into a problem when trying to implement this with a sprite. The fix ignores the positioning and renders as if the position was top right. Is there a way to force background position or a better way to do this. I would prefer to not use JavaScript or change to gifs. Any help is appreciated!

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  • Convert TIFF with Alpha Channel to PNG?

    - by Michael Stum
    I have a TIFF File that has a blue background and an Alpha Channel. I would like to save a PNG File which has the blue background transparent, using the Alpha Channel (because some pixels are not fully transparent) I use Photoshop CS5 Standard, but I haven't found an option there. I don't want to use the Magic Wand because it struggles with half-transparent pixels and because I do have a perfect Alpha Channel. Any ideas how this can be done?

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  • IE GIF/PNG Transparency issue with jQuery

    - by Andrew
    Ok, this is pretty weird... Here's the page in question: http://s289116086.onlinehome.us/lawjournaltv/index.php The main blue callout background was originally a PNG, but when I applied some jQuery trickery to it (click the numbers in the top right to see what I mean), an ugly white border appeared where the transparency should be. See this screenshot from IE8: http://skitch.com/darkdriving/n62bu/windows-xp-professional I figured I could sacrifice the quality/flexibility of a PNG and just resaved each of the backgrounds as GIFs and set the matte color to white (for now). Well, I was proven wrong because IE is treating the GIF transparency the same as the original PNGs. I've read here that the issue with PNGs, Javascript, and IE has something to do with multiple filters can't be applied to one image, but shouldn't GIFs be exempt from this because they lack the Alpha Channel? Is there any way to make this page look similar in IE to Firefox or Webkit browsers? Thanks in advance!

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  • Enabling Direct3D-specific features (transparency AA)

    - by Bill Kotsias
    Hello. I am trying to enable transparency antialiasing in my Ogre-Direct3D application, but it just won't work. HRESULT hres = d3dSystem->getDevice()->SetRenderState(D3DRS_ADAPTIVETESS_Y, (D3DFORMAT)MAKEFOURCC('S', 'S', 'A', 'A')); /// returned value : hres == S_OK ! This method is taken from NVidia's technical report. I can enable transparency AA manually through the NVIDIA Control Panel, but surely I can't ask my users to do it like this. Anyone has any idea? Thank you for your time, Bill

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  • How Do I Do Alpha Transparency Properly In XNA 4.0?

    - by Soshimo
    Okay, I've read several articles, tutorials, and questions regarding this. Most point to the same technique which doesn't solve my problem. I need the ability to create semi-transparent sprites (texture2D's really) and have them overlay another sprite. I can achieve that somewhat with the code samples I've found but I'm not satisfied with the results and I know there is a way to do this. In mobile programming (BREW) we did it old school and actually checked each pixel for transparency before rendering. In this case it seems to render the sprite below it blended with the alpha above it. This may be an artifact of how I'm rendering the texture but, as I said before, all examples point to this one technique. Before I go any further I'll go ahead and paste my example code. public void Draw(SpriteBatch batch, Camera camera, float alpha) { int tileMapWidth = Width; int tileMapHeight = Height; batch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, null, camera.TransformMatrix); for (int x = 0; x < tileMapWidth; x++) { for (int y = 0; y < tileMapHeight; y++) { int tileIndex = _map[y, x]; if (tileIndex != -1) { Texture2D texture = _tileTextures[tileIndex]; batch.Draw( texture, new Rectangle( (x * Engine.TileWidth), (y * Engine.TileHeight), Engine.TileWidth, Engine.TileHeight), new Color(new Vector4(1f, 1f, 1f, alpha ))); } } } batch.End(); } As you can see, in this code I'm using the overloaded SpriteBatch.Begin method which takes, among other things, a blend state. I'm almost positive that's my problem. I don't want to BLEND the sprites, I want them to be transparent when alpha is 0. In this example I can set alpha to 0 but it still renders both tiles, with the lower z ordered sprite showing through, discolored because of the blending. This is not a desired effect, I want the higher z-ordered sprite to fade out and not effect the color beneath it in such a manner. I might be way off here as I'm fairly new to XNA development so feel free to steer me in the correct direction in the event I'm going down the wrong rabbit hole. TIA

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  • PNG files are not being displayed in IE and Vista's Sidebar

    - by Wbdvlpr
    Hi, I am using Windows Vista. I was just visiting a website and found some "missing" images boxes on webpages. And, I could see this for many of the websites I visited. Then I realised that only a certain type of image files are not being displayed, which is PNG. I restarted my computer and noticed that 2 of the sidebar gadgets were missing background images. The websites with "missing" images are working fine in Firefox though. So its a problem related to IE and some of the Windows files. Any ideas how do I get PNGs working in my IE and Sidebar etc. Thanks.

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  • problem loading texture with transparency with OpenGL ES and Android

    - by Evan Kimia
    Im trying to load an image that has background transparency that will be layered over another texture. When i try and load it, all i get is a white screen. The texture is 512 by 512, and its saved in photoshop as a 24 bit PNG (standard PNG specs in the Photoshop Save for Web and Devices config window). Any idea why its not showing? The texture without transparency shows without a problem. Here is my loadTextures method: public void loadGLTexture(GL10 gl, Context context) { //Get the texture from the Android resource directory Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.m1); Bitmap normalScheduleLines = BitmapFactory.decodeResource(context.getResources(), R.drawable.m1n); //Generate texture pointers... gl.glGenTextures(3, textures, 0); //...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[1]); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR_MIPMAP_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP, GL11.GL_TRUE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); //Bind our normal schedule bus map lines gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR_MIPMAP_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP, GL11.GL_TRUE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, normalScheduleLines, 0); normalScheduleLines.recycle(); }

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  • PNG composition using GD and PHP

    - by Dominic
    I am trying to take a rectangular png and add depth using GD by duplicating the background and moving it down 1 pixel and right 1 pixel. I am trying to preserve a transparent background as well. I am having a bunch of trouble with preserving the transparency. Any help would be greatly appreciated. Thanks! $obj = imagecreatefrompng('rectangle.png'); $depth = 5; $obj_width = imagesx($obj); $obj_height = imagesy($obj); imagesavealpha($obj, true); for($i=1;$i<=$depth;$i++){ $layer = imagecreatefrompng('rectangle.png'); imagealphablending( $layer, false ); imagesavealpha($layer, true); $new_obj = imagecreatetruecolor($obj_width+$i,$obj_height+$i); $new_obj_width = imagesx($new_obj); $new_obj_height = imagesy($new_obj); imagealphablending( $new_obj, false ); imagesavealpha($new_obj, true); $trans_color = imagecolorallocatealpha($new_obj, 0, 0, 0, 127); imagefill($new_obj, 0, 0, $trans_color); imagecopyresampled($new_obj, $layer, $i, $i, 0, 0, $obj_width, $obj_height, $obj_width, $obj_height); //imagesavealpha($new_obj, true); //imagesavealpha($obj, true); } header ("Content-type: image/png"); imagepng($new_obj); imagedestroy($new_obj);

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  • Masks and transparency

    - by Henrik
    Hi, I'm fairly new to Shoes and ran into two problems. First I want to set a mask using a partially transparent png, like this: mask do image "images/stencilMask.png" end Is this possible somehow or can only vector shapes be used? Apart from that, I noticed a small bug(?) when trying to set a transparent color as a stroke on any kind of text, like this: title "Hello", :stroke => rgb(1.0, 0.0, 0.0, 0.5) The transparency simply isn't applied. Am I doing anything wrong, or is this actually a bug? Cheers and thanks for all answers

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  • jQuery fadeIn IE Png Issue when loading from external

    - by Adam Stone
    I am loading data from external html files within my domain into a div on my webpage using a load content method in jQuery. I take the div out of the new page whilst hiding the div in the current page by fading this out and fading the new one in. There is a png image in both of these divs and it is creating horrid black blobs in IE, works fine in other browsers but due to IEs inability to process multiple filters its making a mess. I tried using the unit png fix to no avail, does anyone have any fixes or ideas to help keep my pngs looking nice during this transition? i46.tinypic.com/t9dtvr.jpg this is a screenshot of the problem, cheers also discovered that the png that is on the page originaly (before loading anything new) fades in and out perfectly using the unit png fix but stuff loading in and then back out from external files doesnt. Ive added the fix to those pages too but that doesnt work either.

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  • Programmtically choosing image conversion format to JPEG or PNG for Silverlight display

    - by Otaku
    I have a project where I need to convert a large number of image types to be displayable in a Silverlight app - TIFF, GIF, WMF, EMF, BMP, DIB, etc. I can do these conversions on the server before hydrating the Silverlight app. However, I'm not sure when I should choose to convert to which format, either JPG or PNG. Is there some kind of standard out there like TIFF should always be a JPEG and GIF should always be a PNG. Or, if a BMP is 24 bit, it should be converted to a JPEG - any lower and it can be a PNG. Or everything is a PNG and why? What I usually see or see in response to this type of question is "Well, if the picture is a photograph, go with JPEG" or "If it has straight lines, PNG is better." Unfortunately, I won't have the luxury of viewing any of the image files at all and would like just a standard way to do this via code, even if that is a zillion if/then statements. Are there any standards or best practices around this subject? P.S. Please don't move to close this subject - it actually has no duplicate on SO because I'm not looking for subjectivity.

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