Search Results

Search found 19592 results on 784 pages for 'image resizing'.

Page 32/784 | < Previous Page | 28 29 30 31 32 33 34 35 36 37 38 39  | Next Page >

  • upload image during registration in asp.net

    - by Vikrant
    I am developing a student registration form in asp.net. there are two tables viz std_registration and gallery(having pic_id and pic_url). During registration, before the click of submit button i want to retrieve pic_id from gallery table and then pass it to the insert query of registration table. image upload is an optional part. if no image is uploaded i want a default image to get uploaded. pls help me on this. thanx.

    Read the article

  • "Unsupported Image Type" exception in only few images...

    - by Nitz
    In my java-swing project. I have one frame in which user can drop the images and save that images in database. Now this work perfectly but their are some images which is not showing. This are images Image 1 , Images 2 which is not supporting .. this are some images which are not reading... and its showing me exception, like javax.imageio.IIOException: Unsupported Image Type Can i check that, is the image which user had dropped is supported or not? And can i convert that file which is not supported into supported file in java?

    Read the article

  • Image bit depth values.

    - by pencilslate
    REPHRASED QUESTION: I am coming up with a list of possible image bit depth values that could be used as a predefined reference list in my application. I could think of 8,16,24 and 32 bit depths. The image formats considered are BMP, JPEG, PNG and GIF. I understand the bit depth decides the quality and thereby the storage requirements for the image. The application is used to store user uploaded images(non-medical, non-DICOM). Are there more bit depths other than the ones mentioned above that i should be including in my list? Are there any stats on the usage of the images with bit depths? Appreciate your response!

    Read the article

  • C# Image saving from onPaint method

    - by cheesebunz
    Hi anyone knows how to save an image from the rectangle i created? protected override void OnPaint(PaintEventArgs e) { Bitmap bitmap = new Bitmap(@"Pictures/testing.jpg"); Image img = bitmap; int width = testing.Width / 3; int height = testing.Height / 3; Rectangle destrect = new Rectangle(0, 0, width, height); GraphicsUnit units = GraphicsUnit.Pixel; System.Drawing.Imaging.ImageAttributes imageAttr= new System.Drawing.Imaging.ImageAttributes(); //1.1.jpg// //e.Graphics.DrawImage(img,destrect,0,0, width, height, units, imageAttr); //1.2.jpg// e.Graphics.DrawImage(img, destrect, width, 0,width, height, units, imageAttr); base.OnPaint(e); } I have the desired image that is cropped but i don't know how to save .. Would greatly appreciate any help .

    Read the article

  • show loading gif of image only if it is really loading it for the first time

    - by Y.G.J
    i have 2 img elements. 2 id's for them: rimg and limg. limg is the loading gif and rimg is the reloaded full vertsion of the image. the is the code to show the loading before image finish to load: $("#limg").fadeIn("fast"); $("#rimg").attr("src",$(that).attr("bsrc")).load(function(){ $("#limg").fadeOut("fast",function () { $("#rimg").attr("alt",$(that).attr("alt")); $("#rimg").fadeIn("normal"); }); }); if i log into the site for the first time, it shows me the loading gif. if it is not my first time it is still showing that but i need the loading to be smooth without that loading how can i check if the image is loaded and cached before showing the loading gif?

    Read the article

  • Image surrounded by text in WPF

    - by niao
    Greetings, I have some control which display bunch of textblocks and image. I would like the image to be surrounded by text. I have already implemented some functionality by using FlowDocument and custom bindable run control. (These controls are included inside user control). When I generate lots of these controls in treeview, application goes into infinite loop. I asked on forums before about this problem and the answer was that it can be WPF issue. Howver when I removed bindable run from my user control, problem dissappeared. Now I am trying to implement other solution where image will be surrounded by text. Can someone please help me? EDIT: Generally i would like to achieve something like this

    Read the article

  • Posting an action works... but no image

    - by Brian Rice
    I'm able to post an open graph action to facebook using the following url: https://graph.facebook.com/me/video.watches with the following post data: video=http://eqnetwork.com/home/video.html?f=8e7b4f27-8cbd-4430-84df-d9ccb46da45f.mp4 It seems to be getting the title from the open graph metatags at the "video" object. But, it's not getting the image (even though one is specified in the metatag "og:image"). Also, if I add this to the post data: picture=http://eqnetwork.com/icons/mgen/overplayThumbnail.ms?drid=14282&subType=ljpg&w=120&h=120&o=1&thumbnail= still no image. Any thoughts? Brian

    Read the article

  • need to open an image open in web browser

    - by manish
    byte.eml file is having image base64 encoded value ..and i am tring to open it in browser ...but this is not populating image file....plz help me out.. this is code... Dim oFile As System.IO.File Dim orEAD As System.IO.StreamReader orEAD = oFile.OpenText("E:\mailbox\P3_hemantd.mbx\byte.eml") Dim content As String content = "" ''Dim intsinglechr As Integer ''Dim csinglechr As String While orEAD.Peek <> -1 content = content & Chr(orEAD.Read) content = Replace(content, vbCrLf, "") content = Replace(content, vbTab, "") content = Replace(content, " ", "") End While Response.ContentType = "image/jpeg" Response.BinaryWrite(Convert.FromBase64String(content))

    Read the article

  • iPhone OS: Posting an image + text "story" to a user's news feed through the facebook api

    - by nickthedude
    So what I am trying to do is post an image that has been created by a user on an iphone into that users newsfeed. The functionality I am having a hard time understanding if it is possible: Can I pass a local NSURL (or URL?)(to a png file that lives in the documents folder) through a JSON string and onto Facebook? i want to mimic the action of a user going to his/her facebook page, clicking into the textfield for their newsfeeld, uploading an image by clicking the "photos" icon and selecting an image from a local disk and uploading it. I would also like to add some text into the post optionally. I'm just getting started with the Facebook api and it seems pretty tough right now, any help would be appreciated. code examples appreciated. Thanks, Nick

    Read the article

  • Html dynamically repeated border-image

    - by Clox
    I have a table which border I want to have a sort of zig-zag shape. I want the table to have an automatic size; resizing depending on how big the browser is. But rrathe than just having an image that gets stretched I want a seamless image that gets repeat instead. I found out this can be done with CSS3's Border-image but by looking and Browser Statistics I can see than only about half of all the viewers will be able to see it since no version of IE does yet support it. So I'm looking for an alternate method. What would be the best way of doing it? Thanks in advance!

    Read the article

  • Selecting an area from displayed image using CImg library

    - by sravan
    hi all, i use CImg for my image processing work. I had written a small piece of code which is follows: #include "../CImg.h" #include <iostream> using namespace std; using namespace cimg_library; int main(int argc,char**argv) { CImg<int> img(argv[1]); CImgDisplay disp; disp.assign(img); while(!disp.is_closed) disp.wait(); return 0; } Now i want to select an area from the displayed image. Can some one tell me how to select an area from displayed image and store the selected pixels, and display the selected region in different display window. If some one can provide code, it will be of great help to me. Thank you all

    Read the article

  • Upload and preview image in client side without posting back

    - by Ahmy
    I need to upload an image and then preview it without posting back as i need to have a file upload control(even HTMLinputfile or ASPfileupload) then the user will browse to select image after selecting (browsing) there will a button(HTMLInputButton) that will save the uploaded image and preview it. I have the following code : <div> <input id="UploadInput" type="file" value="Upload" /> <br /> <input id="PreviewBtnInput" type="button" value="Preview" onclick="ShowPreview()" /> <br /> <img id="ImgUploaded" /> </div> So how can i do this task ? Thanks in advance for any reply but please if any one has a link for article that talk about this issue please i need a clear code not article details.

    Read the article

  • Upload and preview image in client side without posting back

    - by Ahmy
    I need to upload an image and then preview it without posting back as i need to have a file upload control(even HTMLinputfile or ASPfileupload) then the user will browse to select image after selecting (browsing) there will a button(HTMLInputButton) that will save the uploaded image and preview it. I have the following code : <div> <input id="UploadInput" type="file" value="Upload" /> <br /> <input id="PreviewBtnInput" type="button" value="Preview" onclick="ShowPreview()" /> <br /> <img id="ImgUploaded" /> </div> So how can i do this task ? Thanks in advance for any reply but please if any one has a link for article that talk about this issue please i need a clear code not article details.

    Read the article

  • Making Overlaid image transparent on touch in Android ?

    - by Andhravaala
    Hi All, I need help on making the touched areas of bitmap image transparent(seems like erasing) while I am moving my finger on that image. I am having a PNG file with Alpha channel in it. I want to turn the touched pixels to transparent so that, the user can feel that he is actually erasing it. For this I am using frame layout to load 2 layers. Down layer is for content and upper layer is an Imageview for erasing. I need erase the upper layer when user touch and move his finger on it. I am not getting how to make it transparent. can anyone please help me in this. If possible please direct me to any sample code, as I am very new to this image processing. Thanks in advance.

    Read the article

  • display base64 image in html

    - by Christopher
    Having trouble displaying a base64 image inline. Can someone point me in the right direction? <!DOCTYPE html> <html> <head> <title>Display Image</title> </head> <body> <img style='display:block; width:100px;height:100px;' id='base64image' src='data:image/jpeg;base64, LzlqLzRBQ...<!-- base64 data -->' /> </body>

    Read the article

  • 302 Redirect to Images in IE8 do not render image

    - by empire29
    I am helping migrate a legacy application. One of the requirements is we are able to handle requests for old images. What we have is: New site on new.com Old site on old.com Images to links (imported content) point to /imgs/cat.png however the actual image is hosted on old.com/assets/images/cat.png (for now). <img src="/imgs/cat.png"/> I setup a redirect for all png, jpg, jpeg, gif that 302's requests for new.com/imgs/(.*).(png|jpg|jpeg|gif) to http://old.com/assets/images/$1.$2 Everything works find in Chrome, Firefox and IE9 - however it was noted in IE8 the image does not render. Its possible that it has the same issue in IE7, 6 and 5.5 however I have not been able to test this. Does anyone know why this is happening and how to fix? I tried setting the contentType header on the response of the 302's to image/(png|jpg|jpeg|gif) and this did not have any impact. Any insight would be appreciated.

    Read the article

  • storing image_id after uploading image in article table

    - by Bader
    According to this question i successed to create upload image , but now i need to store the image_id to another table called articles , i do not know if this is correct , but i tried to select the image_id from table image like this $select_image=mysql_query("select image_id from image where image_name = $fileName") or die(mysql_error()); and fetch the result to my article insert query like this $fetch=mysql_fetch_array($select_image); $qeuery=mysql_query("insert into articles (article_name,article_category,article_subcategory,article_body,article_summary,article_tags,article_photo,article_timedate) values ('$article_title','$CategoryID','$ProductID','$article_body','$article_summary','$fetch[image_id]','$time')") or die ('Error, Query Faild'.mysql_error()); is this correct ? the mysql_error keeps saying " Unknown column 'Penguins.jpg' in 'where clause'"

    Read the article

  • Image not loading from cache after it's loaded in an iframe

    - by Amir
    I'm loading an image in an iframe and then (once the iframe is loaded) loading the image on the page. But most browsers seem to be loading the image twice. Why isn't the img tag being loading from the cache? Something like this: var loader = $('<iframe />').appendTo('body')[0]; loader.onload = function() { $('body').append('<img src="' + imgsrc + '" />'); }; loader.src = imgsrc; http://jsfiddle.net/amirshim/na3UA/ I'm using fiddler2 to see the network traffic. In case you want to know why I want to do this, check out this question

    Read the article

  • How do i use a transparent image in a transparent image using GD?

    - by hogofwar
    I have tried every way I can find but the background is always black. Is there any way to keep the transparency of the first image when GD ises it in PHP? I'm using imagecopymerge to use the image. though i am not sure if this is the right way. imagecopymerge($dest, $char, 0, 0, 0, 0, 150, 300, 100); The image is like so: http://filesmelt.com/dl/draw7.php.png See that the background is black whereas the roginal picture was transparent as the modified picture should be aswell

    Read the article

  • iPhone: How can you draw a piece of an image

    - by Mark
    Code sample - (void)drawRect:(CGRect)rect { [super drawRect:rect]; CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSaveGState(context); CGContextTranslateCTM(context, 0, self.frame.size.height); CGContextScaleCTM(context, 1.0, -1.0); CGContextDrawImage(context, CGRectMake(0.0, 0.0, self.frame.size.width, self.frame.size.height), [UIImage imageNamed:@"sample.png"].CGImage); CGContextRestoreGState(context); } ================ I would like to copy a certain rect within an image to the context, so not the entire image is drawn but just a piece of the image. Does anyone have a solution for this? I can't find anything on google nor the documentation. I know there are alternatives like: 1. Create a UIView with clipping and then just position the UIImageView within it. 2. Create the UIImageView within the UIScrollView and use content offset. But I think those are lame...

    Read the article

  • How to Use Local Image with WebService Data

    - by Dishant
    I am Using SOAP WS for getting the Data. I got the four Parameters in Response - Topic_Name, Topic_Id, Topic_ImagePath and Topic_Details. Now I have All the Images of Topic Locally with the same name as i got from the web service for Particular Topic_ID. My question is I want to use Local image instead using the Topic_ImagePath 's Image but the data Must Come From the Web Service. I dont want to use if ..else condition because I have more than 1000 Topics, any one can explain how I get the Path of Local Image and Display it with the Data Comes From the Web Service.. Thanx in Advance.

    Read the article

  • The easiest way to draw an image?

    - by Benno
    Assume you want to read an image file in a common file format from the hard drive, change the color of one pixel, and display the resulting image to the screen, in C++. Which (open-source) libraries would you recommend to accomplish the above with the least amount of code? Alternatively, which libraries would do the above in the most elegant way possible? A bit of background: I have been reading a lot of computer graphics literature recently, and there are lots of relatively easy, pixel-based algorithms which I'd like to implement. However, while the algorithm itself would usually be straightforward to implement, the necessary amount of frame-work to manipulate an image on a per-pixel basis and display the result stopped me from doing it.

    Read the article

  • Problems with createImage(int width, int height)

    - by Jonathan
    I have the following code, which is run every 10ms as part of a game: private void gameRender() { if(dbImage == null) { //createImage() returns null if GraphicsEnvironment.isHeadless() //returns true. (java.awt.GraphicsEnvironment) dbImage = createImage(PWIDTH, PHEIGHT); if(dbImage == null) { System.out.println("dbImage is null"); //Error recieved return; } else dbg = dbImage.getGraphics(); } //clear the background dbg.setColor(Color.white); dbg.fillRect(0, 0, PWIDTH, PHEIGHT); //draw game elements... if(gameOver) { gameOverMessage(dbg); } } The problem is that it enters the if statement which checks for the Image being null, even after I attempt to define the image. I looked around, and it seems that createImage() will return null if GraphicsEnvironment.isHeadless() returns true. I don't understand exactly what the isHeadless() method's purpose is, but I thought it might have something to do with the compiler or IDE, so I tried on two, both of which get the same error (Eclipse, and BlueJ). Anyone have any idea what the source of the error is, and how I might fix it? Thanks in advance Jonathan ................................................................... EDIT: I am using java.awt.Component.createImage(int width, int height). The purpose of this method is to ensure the creation of, and edit an Image that will contain the view of the player of the game, that will later be drawn to the screen by means of a JPanel. Here is some more code if this helps at all: public class Sim2D extends JPanel implements Runnable { private static final int PWIDTH = 500; private static final int PHEIGHT = 400; private volatile boolean running = true; private volatile boolean gameOver = false; private Thread animator; //gameRender() private Graphics dbg; private Image dbImage = null; public Sim2D() { setBackground(Color.white); setPreferredSize(new Dimension(PWIDTH, PHEIGHT)); setFocusable(true); requestFocus(); //Sim2D now recieves key events readyForTermination(); addMouseListener( new MouseAdapter() { public void mousePressed(MouseEvent e) { testPress(e.getX(), e.getY()); } }); } //end of constructor private void testPress(int x, int y) { if(!gameOver) { gameOver = true; //end game at mousepress } } //end of testPress() private void readyForTermination() { addKeyListener( new KeyAdapter() { public void keyPressed(KeyEvent e) { int keyCode = e.getKeyCode(); if((keyCode == KeyEvent.VK_ESCAPE) || (keyCode == KeyEvent.VK_Q) || (keyCode == KeyEvent.VK_END) || ((keyCode == KeyEvent.VK_C) && e.isControlDown()) ) { running = false; //end process on above list of keypresses } } }); } //end of readyForTermination() public void addNotify() { super.addNotify(); //creates the peer startGame(); //start the thread } //end of addNotify() public void startGame() { if(animator == null || !running) { animator = new Thread(this); animator.start(); } } //end of startGame() //run method for world public void run() { while(running) { long beforeTime, timeDiff, sleepTime; beforeTime = System.nanoTime(); gameUpdate(); //updates objects in game (step event in game) gameRender(); //renders image paintScreen(); //paints rendered image to screen timeDiff = (System.nanoTime() - beforeTime) / 1000000; sleepTime = 10 - timeDiff; if(sleepTime <= 0) //if took longer than 10ms { sleepTime = 5; //sleep a bit anyways } try{ Thread.sleep(sleepTime); //sleep by allotted time (attempts to keep this loop to about 10ms) } catch(InterruptedException ex){} beforeTime = System.nanoTime(); } System.exit(0); } //end of run() private void gameRender() { if(dbImage == null) { dbImage = createImage(PWIDTH, PHEIGHT); if(dbImage == null) { System.out.println("dbImage is null"); return; } else dbg = dbImage.getGraphics(); } //clear the background dbg.setColor(Color.white); dbg.fillRect(0, 0, PWIDTH, PHEIGHT); //draw game elements... if(gameOver) { gameOverMessage(dbg); } } //end of gameRender() } //end of class Sim2D Hope this helps clear things up a bit, Jonathan

    Read the article

  • How to make Image Border Even?

    - by SNaRe
    I added 1 pixel border to the image. At the same time I am trying to give radius to the image edges. My problem is since the image is already rounded with photoshop, the border of edges look thinner than it should be You can check it from here. http://jsfiddle.net/fVNgA/ How can I make the border even? img{ -webkit-border-radius: 5px; -moz-border-radius: 5px; border: 1px solid #000; } <img src='http://carantina.com/wp/wp-content/themes/new/images/home_pic1.jpg'>

    Read the article

  • Android add image to button

    - by Christiaan de Jong
    I want to add an image to a Button (no imagebutton, as the particular button can either contain text or an image; plus the imagebutton has the same problem), while still retaining the original android-style button. So adding android:background in the XML doesn't cut it, as that will remove the android default button with rounded corners etc. (android.R.drawable.btn_default) Is this in any way possible? I think one way is to make a 9patch image for the button pressed (one for up and one for down) and onTouch Action_DOWN make a layered background drawable and put that onto the button, and doing the same thing but with another 9patch for onTouch Action_UP, but I think that will decrease the performance of the application substantially, as that will require quite a lot of resource reading and layer merging for all the button clicks (and for my application, that will be quite a lot). Is what I state above correct?

    Read the article

< Previous Page | 28 29 30 31 32 33 34 35 36 37 38 39  | Next Page >