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  • iOS - is it possible to cache CGContextDrawImage?

    - by woot586
    I used the timing profile tool to identify that 95% of the time is spent calling the function CGContextDrawImage. In my app there are a lot of duplicate images repeatably being chopped from a sprite map and drawn to the screen. I was wondering if it was possible to cache the output of CGContextDrawImage in an NSMutableDictionay, then if the same sprite is requested again it can be just pull it from the cache rather than doing all the work of clipping and rendering it again. This is what i’ve got but I have not been to successful: Definitions if(cache == NULL) cache = [[NSMutableDictionary alloc]init]; //Identifier based on the name of the sprite and location within the sprite. NSString* identifier = [NSString stringWithFormat:@"%@-%d",filename,frame]; Adding to cache CGRect clippedRect = CGRectMake(0, 0, clipRect.size.width, clipRect.size.height); CGContextClipToRect( context, clippedRect); //create a rect equivalent to the full size of the image //offset the rect by the X and Y we want to start the crop //from in order to cut off anything before them CGRect drawRect = CGRectMake(clipRect.origin.x * -1, clipRect.origin.y * -1, atlas.size.width, atlas.size.height); //draw the image to our clipped context using our offset rect CGContextDrawImage(context, drawRect, atlas.CGImage); [cache setValue:UIGraphicsGetImageFromCurrentImageContext() forKey:identifier]; UIGraphicsEndImageContext(); Rendering a cached sprite There is probably a better way to render CGImage which is my ultimate caching goal but at the moment I’m just looking to successfully render the cached image out however this has not been successful. UIImage* cachedImage = [cache objectForKey:identifier]; if(cachedImage){ NSLog(@"Cached %@",identifier); CGRect imageRect = CGRectMake(0, 0, cachedImage.size.width, cachedImage.size.height); if (NULL != UIGraphicsBeginImageContextWithOptions) UIGraphicsBeginImageContextWithOptions(imageRect.size, NO, 0); else UIGraphicsBeginImageContext(imageRect.size); //Use draw for now just to see if the image renders out ok CGContextDrawImage(context, imageRect, cachedImage.CGImage); UIGraphicsEndImageContext(); }

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  • drawing graphs in php

    - by user434885
    i am using php to generate graphs from arrays. I wish to create multiple graphs on the same page as i need to design a summary report from answers extracted from a database. Currently i am using this code and am only able to get one single graph. what additions to the code do i need to make to get multiple graphs? <?php function draw_graph($values) { // Get the total number of columns we are going to plot $columns = count($values); // Get the height and width of the final image $width = 300; $height = 200; // Set the amount of space between each column $padding = 5; // Get the width of 1 column $column_width = $width / $columns ; // Generate the image variables $im = imagecreate($width,$height); $gray = imagecolorallocate ($im,0xcc,0xcc,0xcc); $gray_lite = imagecolorallocate ($im,0xee,0xee,0xee); $gray_dark = imagecolorallocate ($im,0x7f,0x7f,0x7f); $white = imagecolorallocate ($im,0xff,0xff,0xff); // Fill in the background of the image imagefilledrectangle($im,0,0,$width,$height,$white); $maxv = 0; // Calculate the maximum value we are going to plot for($i=0;$i<$columns;$i++)$maxv = max($values[$i],$maxv); // Now plot each column for($i=0;$i<$columns;$i++) { $column_height = ($height / 100) * (( $values[$i] / $maxv) *100); $x1 = $i*$column_width; $y1 = $height-$column_height; $x2 = (($i+1)*$column_width)-$padding; $y2 = $height; imagefilledrectangle($im,$x1,$y1,$x2,$y2,$gray_dark); } header ("Content-type: image/png"); imagepng($im); imagedestroy($im); } $values = array("23","32","35","57","12"); $values2 = array("123","232","335","157","102"); draw_graph($values2); draw_graph($values);//no output is coming draw_graph($values2);//no output is coming draw_graph($values);//no output is coming ?>

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  • UIImage Object surprisingly returning null but not NSData

    - by riyaz
    i have created a sqlite db. and i have insert a few datas in my db.. UIImage * imagee=[UIImage imageNamed:@"image.png"]; NSData *mydata=[NSData dataWithData:UIImagePNGRepresentation(imagee)]; const char *dbpath = [databasePath UTF8String]; NSString *insertSQL=[NSString stringWithFormat:@"insert into CONTACTS values(\"%@\",\"%@\")",@"Mathan",mydata]; NSLog(@"mydata %@",mydata); sqlite3_stmt *addStatement; const char *insert_stmt=[insertSQL UTF8String]; if (sqlite3_open(dbpath,&contactDB)==SQLITE_OK) { sqlite3_prepare_v2(contactDB,insert_stmt,-1,&addStatement,NULL); if (sqlite3_step(addStatement)==SQLITE_DONE) { sqlite3_bind_blob(addStatement,1, [mydata bytes], [mydata length], SQLITE_TRANSIENT); NSLog(@"Data saved"); } else{ NSLog(@"Some Error occured"); } sqlite3_close(contactDB); } else{ NSLog(@"Failure"); } have written some codes to retrive the data sqlite3_stmt *statement; if (sqlite3_open([databasePath UTF8String], &contactDB) == SQLITE_OK) { NSString *sql = [NSString stringWithFormat:@"SELECT * FROM contacts"]; if (sqlite3_prepare_v2( contactDB, [sql UTF8String], -1, &statement, nil) == SQLITE_OK) { while (sqlite3_step(statement) == SQLITE_ROW) { char *field1 = (char *) sqlite3_column_text(statement, 0); NSString *field1Str = [[NSString alloc] initWithUTF8String: field1]; NSLog(@"UserName %@",field1Str); NSData *data = [[NSData alloc] initWithBytes:sqlite3_column_blob(statement, 1) length:sqlite3_column_bytes(statement, 1)]; UIImage *newImage = [[UIImage alloc]initWithData:data]; NSLog(@"Image OBJ %@",newImage); NSLog(@"Image Data %@",data); } sqlite3_close(contactDB); } } sqlite3_finalize(statement); the problem is in log, inserted NSData object and retrieved NSData Objects are different (printing in log gives different stream) moreover Image OBJ is printed null in log.. Have seen similar questions in stackoverflow. But nothing seems to help. Please give some suggestions to overcome this issue.

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  • Is it possible to wrap an asynchronous event and its callback in a function that returns a boolean?

    - by Rob Flaherty
    I'm trying to write a simple test that creates an image element, checks the image attributes, and then returns true/false. The problem is that using the onload event makes the test asynchronous. On it own this isn't a problem (using a callback as I've done in the code below is easy), but what I can't figure out is how to encapsulate this into a single function that returns a boolean. I've tried various combinations of closures, recursion, and self-executing functions but have had no luck. So my question: am I being dense and overlooking something simple, or is this in fact not possible, because, no matter what, I'm still trying to wrap an asynchronous function in synchronous expectations? Here's the code: var supportsImage = function(callback) { var img = new Image(); img.onload = function() { //Check attributes and pass true or false to callback callback(true); }; img.src = 'data:image/gif;base64,R0lGODlhAQABAAD/ACwAAAAAAQABAAACADs='; }; supportsImage(function(status){ console.log(status); }); To be clear, what I want is to be able to wrap this in something such that it can be used like: if (supportsImage) { //Do some crazy stuff } Thanks! (Btw, I know there are a ton of SO questions regarding confusion about synchronous vs. asynchronous. Apologies if this can be reduced to something previously answered.)

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  • How to create a tabbar on clicking a row in table in iphone?

    - by Warrior
    My first view consist of table with 7 rows of data.When i click each row it should navigate to a view with tab bar with 4 tabitems .In this what is the proper approac of creating a tab bar. When should i create it.Should i create in didSelectRowAtIndexPath of the table in first view like this UITabBarController *tabbar=[[UITabBarController alloc] init]; Homepageview* vc1 = [[Homepageview alloc] initWithNibName:@"Homepageview" bundle:nil] ; vc1.tabBarItem.title=@"Home"; vc1.tabBarItem.image = [UIImage imageNamed:@"home.png"]; ShoppingView* vc2 = [[ShoppingView alloc] initWithNibName:@"ShoppingView" bundle:nil]; vc2.tabBarItem.title=@"Shopping"; vc2.tabBarItem.image = [UIImage imageNamed:@"shopping.png"]; Checkout* vc3 = [[Checkout alloc] initWithNibName:@"Checkout" bundle:nil] ; vc3.tabBarItem.title=@"Checkout"; vc3.tabBarItem.image = [UIImage imageNamed:@"checkout1.png"]; Settings *vc4=[[SlSettings alloc] initWithNibName:@"Settings" bundle:nil] ; vc4.tabBarItem.title=@"Settings"; vc4.tabBarItem.image = [UIImage imageNamed:@"setting1.png"]; tabbar.delegate = self; tabbar.viewControllers = [NSArray arrayWithObjects:vc1, vc2, vc3,vc4,nil]; //self.navigationItem.title=@"Snhopping list"; //[tabbar.selectedViewController viewDidAppear:YES]; [self.navigationController pushViewController:tabbar animated:YES]; [vc1 release]; [vc2 release]; [vc3 release]; [vc4 release]; [tabbar release]; Or is there any alternate to do it. If i do it by the above method , when i navigate from the home page view of tabbar to another view then i am not able to get tab bar.Please help me out.Thanks.

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  • Multi Player game using Nodejs and Socket IO

    - by Kishorevarma
    I am trying out multi player racing game using Node and Socket IO ,express . So I have tried simple example to see the latency between node server and the clients. I have a draggable image in client . when I move the image ienter code heren one client ,it has to move in all clients. so basically when I am moving the image I am sending the image position to the node server in a json format , then from there I am broadcasting to all clients. there is a ~approx 300ms latency from the time. following are the results. Client 1 sending data to server at : 286136 (timestamp) Server received at : 286271 Client2 received data at : 286470 Client3 received data at : 286479 Client4 received data at : 286487 Client5 received data at : 286520 the latency between move from client1 to client5 is 384ms. its too hight for a racing game .. here is my server code. var app = require('express').createServer(); var io = require('socket.io'); var http = require('http'); var http_server = http.createServer(); var server = http.createServer(app); server.listen(3000); var socket = io.listen(server,{ log: false }); socket.sockets.on('connection', function (client) { client.on('message', function (data){ console.log("data arrived to server",new Date().getTime()); // Below both statements are giving same latency between the client 1 and client 5 client.broadcast.emit('message',data); //socket.sockets.emit('message',data); }); }); 1) Is there any way to optimize the server code to reduce the latency? 2) is this expected latency using node and websockets ? 3) is socket io can't broadcast the data asynchronously (I mean at a same time) ? Thanks Kishorevarma

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  • Adding new elements into DOM using JavaScript (appendChild)

    - by KatieK
    I sometimes need to add elements (such as a new link and image) to an existing HTML page, but I only have access to a small portion of the page far from where I need to insert elements. I want to use DOM based JavaScript techniques, and I must avoid using document.write(). Thus far, I've been using something like this: // Create new image element var newImg = document.createElement("img"); newImg.src = "images/button.jpg"; newImg.height = "50"; newImg.width = "150"; newImg.alt = "Click Me"; // Create new link element var newLink = document.createElement("a"); newLink.href = "/dir/signup.html"; // Append new image into new link newLink.appendChild(newImg); // Append new link (with image) into its destination on the page document.getElementById("newLinkDestination").appendChild(newLink); Is there a more efficient way that I could use to accomplish the same thing? It all seems necessary, but I'd like to know if there's a better way I could be doing this. Thanks!

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  • Are reads and (transactional) writes faster for entities of the same group than otherwise?

    - by indiehacker
    What advantage is there to designing child-parent relationships, which allow us to do writes in transactions, when there is never a real concern for consistency and contention and those sort of more complex issues? Does it make writes and reads faster? Consider my situation where there are many .png images that are referenced to one mosaic layer, and these .png images are written just once by a single user. The user can design many mosaic layers and her mosaic layers and referenced image entities are never changed/updated, they are just deleted some time in the future. Other users can come to the web project site and interactively view the mosaic layer as different layouts/configurations of the images as they play (query) with different criteria. So reads should be very fast. So there is no real worry of contention, or users conflicting with one another with writing new image entities. And because of that I am assuming there is no "requirement" for the .png image entities to be grouped by their same mosaic layer in child-parent relationship. However, perhaps, since the documentation says they are stored close to one another, if the many image entities were grouped as children to a single mosaic layer parent than this has the advantage that the writing (in transaction) and reading will happen much faster?

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  • Single Loader to multiple Sprite Possible?

    - by Jeffrey Chee
    I've looked in various resources regarding this topic, and it seems to me that I need a Loader for every Sprite which contains an image file (png). I'm trying to make a Tile Rendering System, and have created a grid of X by Y sprites, but all of them actually reference the same image file. Is there any other way to do this? (Make the sprite share the same png data file) Some sample code of what I have done. // Create an array of X * Y Loaders var cTileLoaders:Array = new Array( 100 ); // for example 10 by 10 grid var cTiles:Array = new Array( 100 ); var nIndex:int = 0; var nImgLoadCount:int = 0; for ( ; 100 > nIndex; ++nIndex ) { cTileLoaders[ nIndex ] = new Loader(); cTiles[ nIndex ] = new Sprite(); // perform more sprite initialization .... cTileLoaders[ nIndex ].contentLoaderInfo.addEventListener( Event.COMPLETE, ImageLoaded cTileLoaders[ nIndex ].Load( new URLRequest( "some image path" ) ); } // handler for image loaded function ImageLoaded( eEvent:Event ):void { ++nImgLoadCount; // when all 100 sprite data are loaded // assuming there is no i/o error if ( 100 == nImgLoadCount ) { cTiles[ nIndex ].addChild( cTileLoaders[ nIndex ].content ); } }

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  • Canvas - @font-face doesn't work on IE9+

    - by iMoses
    I've created a widget which allows the user to locate free-text over an image using a textarea. When saving the image a background canvas application reads the text and calculates its position, then it draws the text to the canvas over the image and saves a new image file. The font I use for this widget is league-gothic which I am importing using the @font-face method. This seems to work great and without any issues on all browsers except (of-course) for IE9 and IE10. When using internet explorer you can clearly see that the font was indeed loaded since the textarea uses the same font, but when trying to draw the text onto the canvas the font-family reverts to one of its fallback, in this case Arial. I've searched quite a bit and found nothing. Unlike most font issues I found that concern the canvas element, I am completely sure that the font has indeed loaded as I am viewing it before saving the result. Anything at all will help me at the moment. If you have any insight, experience with similar bugs or whatever, please share :) Thanks in advance. P.S. I can't expose a code example at the moment, but if it becomes a problem I'll do my best to provide one.

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  • i want to move div back left

    - by user1280074
    i have my BG image set to center & i wanna move my main content's div back to the left a little on that BG image. changing the width of the div wont do it. that just allows me to scroll more to the right. but i need it to move back left a little. but i still need that image center. how do i code this? bada-bing <style> body { background-image:url; background-repeat:no-repeat; background-position:center top; } </style> bada-boom <center> <div style="position: relative; left: 0px; top: 0px; width: 1200px; height: 1511px;"> <img src=""position: relative; top: 100px; left: -350px;"/> </div> </center> help me please

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  • OpenCV compare two images and get different pixels

    - by Richard Knop
    For some reason the code bellow is not working. I have two 640*480 images which are very similar but not the same (at least few hundred/thousand pixels should be different). This is how I am comparing them and counting different pixels: unsigned char* row; unsigned char* row2; int count = 0; // this happens in a loop // fIplImageHeader is current image // lastFIplImageHeader is image from previous iteration if ( NULL != lastFIplImageHeader->imageData ) { for( int y = 0; y < fIplImageHeader->height; y++ ) { row = &CV_IMAGE_ELEM( fIplImageHeader, unsigned char, y, 0 ); row2 = &CV_IMAGE_ELEM( lastFIplImageHeader, unsigned char, y, 0 ); for( int x = 0; x < fIplImageHeader->width*fIplImageHeader->nChannels; x += fIplImageHeader->nChannels ) { if (row[x] == row2[x]) // the pixel in the first channel (usually G) { count++; } if (row[x+1] == row2[x+1]) // ... second channel (usually B) { count++; } if (row[x+2] == row2[x+2]) // ... third channel (usually R) { count++; } } } } Now at the end I get number 3626 which would seem alright. But, I tried opening one of the images in MS Paint and drawing thick red lines all over it which should increase the number of different pixels substantially. I got the same number again: 3626. Obviously I am doing something wrong here. I am comparing these images in a loop. This line is before the loop: IplImage* lastFIplImageHeader = cvCreateImageHeader(cvSize(640, 480), 8, 3); Then inside the loop I load images like this: IplImage* fIplImageHeader = cvLoadImage( filePath.c_str() ); // here I compare the pixels (the first code snippet) lastFIplImageHeader->imageData = fIplImageHeader->imageData; So lastFIplImageHeader is storing the image from the previous iteration and fIplImageHeader is storing the current image.

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  • [gtk+] run function in another thread than gui

    - by sterh
    Hello, I have simple C/gtk+ application. I have function in this app which load image in gtkimageview widget: gboolean main_win_open( MainWin* mw, const char* file_path) { ... //loading and displaing image in gtkimageview ... } The loading image is work, but i need to run this function in another thread then main gui form; I have function: void* argument_thread(void *args) { Data *data = (Data*)args; gdk_threads_enter(); main_win_open (data->win,data->argv); gdk_threads_leave(); } Data it's structure for main_win_open function arguments: typedef struct _Data { MainWin *win; char* argv; } Data; Then in main function i create thread and run it: int main(int argc, char** argv) { GError* err; GThread* thread; Data data; MainWin *win; // init thread support if(!g_thread_supported()) g_thread_init(NULL); gdk_threads_init(); // init GTK+ gtk_init (&argc, &argv); win = (MainWin*)main_win_new(); gtk_widget_show(GTK_WIDGET(win)); data.win = win; data.argv = argv[1]; if (argc == 2) { thread = g_thread_create((GThreadFunc)argument_thread,&data,FALSE, &err); } gdk_threads_enter(); gtk_main(); gdk_threads_leave(); } But when i try to run app from command line and try to load big-size image, gui is blocking. What's wrong? Thank you.

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  • HTML5: Rendering absolute images using canvas

    - by Mark
    I am experimenting with canvas as part of my HTML5 introduction. This constitutes as assignment work, but I am not asking for any help on the actual coursework at all. I am trying to write a rendering engine, but having no luck because once the image is drawn on canvas it looks very distorted, and not at the right dimensions of the image itself. I have made a animation engine that loads images into an array, and then iterates through them at a certain speed. This is not the problem, and I assume is not causing the issue as this was happening when I drawn an image to the canvas. I think this is natural behaviour for images to be scaled/skewed when the window is resized, so I conquered that by simply redrawing the whole thing once the window is resized. The images I am using are isometric, and drawn at a pixel level. Would this cause the distortion? It seems setting the dimensions on the drawImage() function are not working are all. I am using JavaScript for the manipulation and rendering of the canvas. I would normally try and work it out myself, but I do not have any time to ponder why because I have no idea why it is even scaling/skewing the image once it is drawn on the canvas. I cannot share the code for obvious reasons. I should also mention, the canvas's dimension is the total width of the viewport, as I am developing a game. My question is: Has anyone encountered this and how would I correct it? Thanks for your help.

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  • Regex to GENERATE thumbnails!?!?! (but that's crazy!)

    - by CryptoMonkey
    Hello everyone! So here is my situation, and the solution that I've come up with to solve the problem. I have created an application that includes TinyMCE to allow users to create HTML content for publishing. The user can include images in their markup, and drag/resize those images effecting the final Width/Height attributes in the IMG tag. This is all great, the users can include images and resize/relocate them to their desired appearance. But one big problem is that I am now sending a (possibly) much larger image to the client, only to have the browser resize the image into the requested Width/Height attributes. All that bandwidth and lost load time.... So my solution is to pre-process my users markup content, scanning all of the IMG tags and parsing out the Height/Width/Src attributes. Then set each img's SRC tag to a phpThumb request with the parsed Height/Width passed into the thumbnails URL. This will create my reduced size image (optimising bandwidth at the expense of CPU and caching). What do you think about this solution? I've seen other posts where people were using mod_rewrite to do something similar, but I want to effect the content on the page service and not manipulate the image requests as they're being received. .... Any thoughts about this design? I need some help with the fine details as my regex skills need some work, but I'm very short on time and promise to pay my technical knowledge debt soon. To make the regex's easier, I can be sure of some things. Only img tags that need this processing will have an existing width="" height="" attributes (with the double quotes, and lower cased text, but I suppose matching the text case insensitive would be better if TinyMCE changes) So a regex to match only the necessary Img tags, and maybe another three regex's to extract the src, the width, and the height? Thanks everyone.

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  • CSS - How to prevent the browser from showing scrollbars when a div goes outside of the window?

    - by xarfai
    I have a centered wrapper with following CSS: div.wrapper { width: 1170px; padding-left:30px; margin-top: 80px; margin-bottom:20px; margin-left: auto; margin-right: auto; position:relative; background-color:black; } inside i have a div with following css: position:absolute; top:-26px; left:517px; height:63px; z-index:3; inside of this div is an image which has 759px width, that makes the wrapper grow larger and makes the browser show a v-scrollbar on lower display resolutions. what i want is to make the image go outside the wrapper but prevent the browser from showing the scrollbar, so that the right side of the image is only shown if your browser window is large enough and the wrapper keeps its 1200px width. i can't make it a background image because it goes over some of the other content. something that is compatible with = IE7 would be nice

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  • how to disable an onclick event?

    - by user1819709
    <form id="QandA" action="<?php echo htmlentities($action); ?>" method="post"> <table id="question"> <tr> <td colspan="2"> <a onclick="return plusbutton();"> <img src="Images/plussign.jpg" width="30" height="30" alt="Look Up Previous Question" class="plusimage" id="mainPlusbutton" name="plusbuttonrow"/> </a> <span id="plussignmsg">(Click Plus Sign to look up Previous Questions)</span> </td> </tr> </table> </form> In the code above I am able to replace an image with another image when the if statement is met. But my problem is that when the image is replaced, it does not disable the on click event. My question is that when the image is replaced, how do I disable the onclick event onclick="return plusbutton();?

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  • Clickable label not working in IE 8

    - by coffeeaddict
    I've got the following list item: <li> <input value="someRadioButton" name="ctl00$mainContent$group" type="radio" id="ctl00_mainContent_somelRadioButton" onclick="showSomeInfo()" /> <label for="ctl00_mainContent_someRadioButton"><img class="extraPadding-Right-10" src="https://xxy.com/some_mark_37x23.gif" /></label> </li> So what shows up is a radio button and an image next to it. When I am in FireFox, Chrome, and Safari clicking on that image fires the showSomeInfo() that's specified in the radio's onclick. I'm not sure why I guess because it's wrapped in a label and that label is relating to that radio button.... But anyway that's not my problem. I like that when you click the image, that javascript method showSomeInfo() is called. But the problem is that it works in all browsers except IE 8. If I open this page in IE 8, clicking on the image does nothing and I'm not sure why. I'm baffled at this one.

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  • DynamicContent.html: Write a JavaScript in an HTML document that can change the content of an HTML e

    - by A sw A
    ShowHide.html: Write a JavaScript in an HTML document that displays an image and allows the user to toggle the image between appearing and not appearing in the document. Place your image in a (division) tag that has a style attribute. “style.visibility” can take two values: “visible” and “hidden”. The document has a button called “Toggle Image”, which calls the toggle function upon the event “onclick”. DynamicColors.html: Write a JavaScript in an HTML document that changes the background and foreground colors of the body of a document according to the user input. The document has two input texts: background color and foreground color. The colors change when the event “onchange” occurs as you type in the text input and the event handler is called. Your event handler takes two parameters: “where”, and “newColor”. To change the document color and background color you need to change the elements document.body.style.color and document.body.style.backgroundColor. Available colors are: black, silver, gray, white, maroon, red, purple, fuchsia, green, lime, olive, yellow, navy, blue, teal, and aqua. DynamicContent.html: Write a JavaScript in an HTML document that can change the content of an HTML element (a help box). The content of an element is accessed through its “value” property. The content of a help box can change depending on the placement of the mouse cursor. When the cursor is placed over a particular input field (“onmouseover” event), the help box can display advice on how the field is to be filled. When the cursor is moved away from the input field (“onmouseout” event), the help box content changes to simply indicate that assistance is available. Your messages are stored in an array of strings.

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  • Help with 'simple' jQuery question

    - by user318573
    I am trying to get a simple effect working in jQuery, and only have a few hours of experience with it, so have a lot to learn. I managed to get this code working: <script type="text/javascript" > $(document).ready(function() { lastBlock = $("#a1"); maxWidth = 415; minWidth = 75; $("ul li a").hover(function() { $(lastBlock).animate({ width: minWidth + "px" }, { queue: false, duration: 600 }); $(this).animate({ width: maxWidth + "px" }, { queue: false, duration: 600 }); lastBlock = this; }); }); </script> Which gives me exactly what I want, a 6 pane horizontal accordion effect. Each pane however has a 75x75 image on the upper left, which is always visible no matter which pane is active (and it is this image that when hovered over caused the pane to open) - what I want to do is for the image on the selected 'pane', I want to drop the top margin down 10px, and then put it back to 0px when a new one is selected, i.e. so the selected panes image is always 10px lower than the other 5 images. I suspect this should be easy, but not quite grasping the syntax yet. Thanks.

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  • How to gracefully handle YouTube thumbnail broken images when videos are taken down?

    - by mrjf
    Our site contains some lists of YouTube videos with their thumbnails linked to the movies themselves. We fetch the thumbnail URLs from the YouTube API, and hotlink to them in situ on YouTube's servers. So our image tags look like: <img src="http://i.ytimg.com/vi/o6CHqSN7O-o/2.jpg" alt="" width="133" height="78" /> The problem is that sometimes a video gets removed -- and so does the thumbnail. We don't know when that might happen, and our thumbnails just turn into broken images. How can we handle this? There are a number of solutions: Download thumbnails and store them locally -- movie won't work, but that's ok, it will explain it was removed, and we avoid the broken image Check periodically with the API to see if the image thumbnail has changed -- if it no longer exists, substitute our own "movie removed" thumbnail. This is pretty heavy on the API calling! Use JavaScript to replace broken images (don't like this one much) Our ideal solution would be to point the img src to a location on YouTube that would display a friendly "move removed" image when a movie goes down. However, that doesn't seem to exist. Anyone else dealt with this? Thanks!

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  • jQuery removeClass(), how it works

    - by centro
    I have images on my page. User can add more images onto the page by clicking a button. New images are added asynchronously. Initially, each image on page use a special class to be used when the image is loaded. After the image is loaded, that class is removed. Each image being loaded has the class imageLoading: <img class="imageLoading" scr="someimage.png"> After those images are loaded, I remove that class (simplified code without details): $('img.imageLoading') .each(function(){ $(this) .load(function(){ $(this) .removeClass('imageloading'); });}); Visually, I see that style is removed. But when I run the query again: $('img.imageLoading') I see via debugging that all images, not just loading ones, are returned, i.e. it works like I didn't remove the class for the images that were already loaded. I had a look into the page source, and I saw that actually in HTML the class was not removed, though removeClass() was called. Is that behavior by design that all visual changes are applied but the class attribute is not removed in HTML code? If so, how it can be workarounded in this case. Or, probably, I missed something.

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  • What is an efficient way to serve images (PHP)?

    - by Scarface
    Hey guys currently I am thinking of serving images using an image handler script. I have two sources of images. One is from my web images folder where images that are used to construct my site interface are served. The other is in each users images folder where they can store their own images. I was thinking of giving each user image a unique id and then searching that id with the image handler script and serving the image, and changing the file name. The problem is that my site images folder does not have any information in the database and thus has no ids, should I just serve directly? Also this way of serving user images does not seem like the most efficient. If anyone has any suggestions I would really appreciate it. $sql="SELECT username,file_name FROM images WHERE id=?"; $stmt=$conn->prepare($sql); $result=$stmt->execute(array($ID)); while($row = $stmt->fetch(PDO::FETCH_ASSOC)){ $image_name = $row['file_name']; $username = $row['username']; } $path="$username/images/$image_name"; header("Expires: -1"); header("Cache-Control: no-store, no-cache, must-revalidate"); header("Cache-Control: post-check=0, pre-check=0", false); readfile($path);

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  • CSS challenge: Two background images, centered column with fixed with, min-height 100%

    - by laurent
    In a nutshell I need a CSS solution for the following requirements: Layout: One centered column with fixed width and a minimum height of 100% Two vertically repeated background images behind the centered column, one aligned to the left, one aligned to the right Cross browser compatibility A little more details Today a new requirement for my current web site project came up: A background image with gradients on the left and right side. The challenge is now to specify two different background images while keeping the rest of the layout spec. Unfortunately the (simple) layout somehow doesn't go with the two backgrounds. My layout is basically one centered column with fixed width: #main_container { margin: 0 auto; min-height: 100%; width: 800px; } Furthermore it's necessary to stretch the column to a minimum height of 100%, since there are quite some pages with only little content. The following CSS styles take care of that: html { height: 100%; } body { margin: 0; height: 100%; padding: 0; } So far so good - until the two background image issue arrived... I tried the following solutions Two absolute positioned divs behind the main container One image defined with the body, one with the html CSS class One image defined with the body, the other one with a large div begind the main container With either one of them, the dynamic height solution was ruined. Either the main container didn't stretch to 100% when it was too small, or the background remained at 100% when the content was actually longer

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  • NSUTF8StringEncoding gives me this %0A%20%20%20%20%22http://example.com/example.jpg%22%0A

    - by user1530141
    So I'm trying to load pictures from twitter. If i just use the URL in the json results without encoding, in the dataWithContentsOfURL, I get nil URL argument. If I encode it, I get %0A%20%20%20%20%22http://example.com/example.jpg%22%0A. I know I can use rangeOfString: or stringByReplacingOccurrencesOfString: but can I be sure that it will always be the same, is there another way to handle this, and why is this happening to my twitter response and not my instagram response? i have also tried stringByTrimmingCharactersInSet:[NSCharacterSet whitespaceAndNewlineCharacterSet] and it does nothing. this is the url directly from the json... 2013-11-08 22:09:31:812 JaVu[1839:1547] -[SingleEventTableViewController tableView:cellForRowAtIndexPath:] [Line 406] ( "http://pbs.twimg.com/media/BYWHiq1IYAAwSCR.jpg" ) here is my code if ([post valueForKeyPath:@"entities.media.media_url"]) { NSString *twitterString = [[NSString stringWithFormat:@"%@", [post valueForKeyPath:@"entities.media.media_url"]]stringByTrimmingCharactersInSet:[NSCharacterSet whitespaceAndNewlineCharacterSet]]; twitterString = [twitterString stringByAddingPercentEscapesUsingEncoding:NSUTF8StringEncoding]; NSLog(@"%@", twitterString); if (twitterString != nil){ NSURL *twitterPhotoUrl = [NSURL URLWithString:twitterString]; NSLog(@"%@", twitterPhotoUrl); dispatch_queue_t queue = kBgQueue; dispatch_async(queue, ^{ NSError *error; NSData* data = [NSData dataWithContentsOfURL:twitterPhotoUrl options:NSDataReadingUncached error:&error]; UIImage *image = [UIImage imageWithData:data]; dispatch_sync(dispatch_get_main_queue(), ^{ [streamPhotoArray replaceObjectAtIndex:indexPath.row withObject:image]; cell.instagramPhoto.image = image; }); }); } }

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