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  • iPhone UIView frame animation inconsistent why?

    - by Rick
    I have an app that uses an image loaded in from an UIImagePickerController instance. Once the picker is dismissed so as to reduce the jarring transition from the picker layout to the layout of the next function I initially have the UIImageView for the image fill the whole screen and then when the picker is dismissed the image 'squeezes' up to the top left of the screen. from the initWithFrame... targetPicView = [[UIImageView alloc] initWithFrame:CGRectMake(0.0, 0.0, 320.0, 480.0)]; [targetPicView setContentMode:UIViewContentModeScaleToFill]; this in a function called after dismissing the picker... [UIView beginAnimations:@"squeeze" context:context]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:0.75]; [targetPicView setFrame:CGRectMake(20.0, 20.0, 130.0, 150.0)]; [UIView commitAnimations]; The weird thing is that this works great when the image has been chosen from the library, the view shrinks down with the top left corner in place just as I planned but... If the image comes from the camera then the view shrinks with the top right corner in place instead and appears to come in from the left side of the screen. Can anyone shed any light on this?

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  • Entity Framework - Merging 2 physical tables into one "virtual" table problems...

    - by Keith Barrows
    I have been reading up on porting ASP.NET Membership Provider into .NET 3.5 using LINQ & Entities. However, the DB model that every single sample shows is the newer model while I've inherited a rather old model. Differences: The User Table is split into a pair of User & Membership Tables. All of the tables in the DB are prepended with aspnet_ I have Lowered versions of some columns (UserName, Email, etc) To work with this I have copied the properties from the Membership table into the User table (in the DB this is a 1<-1 relationship, not a 1<-0,1), renamed aspnet_Applications to Application, aspnet_Profiles to Profile, aspnet_Users to User and aspnet_Roles to Role. (See image) Link to full size image of model Now, I am running into one of 2 problems when I try to compile. Using the model in the image I get this error: Problem in Mapping Fragment starting at line 464: EntitySets 'UserSet' and 'aspnet_Membership' are both mapped to table 'aspnet_Membership'. Their Primary Keys may collide. If I delete the aspnet_Membership table from my model (to handle the above error) I then get: Problem in Mapping Fragment starting at line 384: Column aspnet_Membership.ApplicationId in table aspnet_Membership must be mapped: It has no default value and is not nullable. My ability to hand edit the backing stores is not the best and I don't want to just hack something in that may break other things. I am looking for suggestions, best practices, etc to handle this. Note: Moving the data tables themselves is not an option as I cannot replace all the logic in the existing apps. I am building this EF Provider for a new App. Over the next 6 months the old app(s) will migrate bit-by-bit to the new structures. Note: I added a link just under the image to the full size image for better viewing.

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  • 404 redirect with cloud storage

    - by Jeremy DeGroot
    I'm hoping to reach someone with some experience using a service like Amazon's S3 with this question. On my site we have a dedicated image server. And on this server, we have an automatic 404 redirect through Apapche so that, if a user tries to access an image that doesn't exist, they'll see a snazzy "Image Not Available" image. We're looking to move the hosting of these images to a cloud storage solution (S3 or Rackspace's CloudFiles), and I'm wondering if anyone's had any success replicating this behavior on a cloud storage service and if so how they did it.

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  • Javascript Uncaught Error: INDEX_SIZE_ERR: - Google Chrome - Canvas

    - by Gart
    I am drawing on a canvas with the following line: ctx.drawImage(compositeImage, 0, 0, image.width, image.height, i, j, scaledCompositeImageWidth, scaledCompositeImageHeight); This code has executed error free on Safari, Chrome, Firefox (and even IE using google's excanvas library). However, a recent update to Chrome now throws the following error: Uncaught Error: INDEX_SIZE_ERR: DOM Exception 1 This code often positions part or all of the drawn image OFF the canvas, anyone got any idea what's going on here?

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  • Stop jQuery animation prematurely

    - by jcovert
    Hi, I'm trying to fadeIn and fadeOut a transparent png using JQuery. Of course, it looks slick in Firefox, but significantly less than acceptable in IE (7 and 8). It's a known bug with IE, and unfortunately there doesn't seem to be much of a workaround. Basically what I'm doing is place a semi-transparent white rectangle over an image to make the image appear 'in the background'. I want to do this smoothly, and that's where fadeIn comes in. Because of the IE bug, however, I've been forced to fadeIn a completely opaque white rectangle over the image instead, making it unfortunately disappear. While this looks significantly better and is ALMOST what I'm looking for, it's still not acceptable. The user needs to be able to see SOME image on the page, albeit in the background. So my question is this: Is there a way to stop the fadeIn function (or any jquery animation, really) after animating for 75% of its expected animation time? This would leave my image 75% mixed the white rectangle, and I wouldn't have to deal with IE's nasty transparent png bug. Thanks!

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  • how to change UIKit UIImage:drawInRect method to AppKIt NSImage:drawInRect Method

    - by user322111
    Hi, i'm porting an iphone app to Mac app,there i have to change all the UIKit related class to AppKit. if you can help me on this really appreciate. is this the best way to do below part.. Iphone App--using UIKit UIGraphicsPushContext(ctx); [image drawInRect:rect]; UIGraphicsPopContext(); Mac Os--Using AppKit [NSGraphicsContext saveGraphicsState]; NSGraphicsContext * nscg = [NSGraphicsContext graphicsContextWithGraphicsPort:ctx flipped:YES]; [NSGraphicsContext setCurrentContext:nscg]; NSRect rect = NSMakeRect(offset.x * scale, offset.y * scale, scale * size.width, scale * size.height); [NSGraphicsContext restoreGraphicsState]; [image drawInRect:rect fromRect:NSMakeRect( 0, 0, [image size].width, [image size].height ) operation:NSCompositeClear fraction:1.0];

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  • 'Content' is NOT 'Text' in XAML

    - by psheriff
    One of the key concepts in XAML is that the Content property of a XAML control like a Button or ComboBoxItem does not have to contain just textual data. In fact, Content can be almost any other XAML that you want. To illustrate here is a simple example of how to spruce up your Button controls in Silverlight. Here is some very simple XAML that consists of two Button controls within a StackPanel on a Silverlight User Control. <StackPanel>  <Button Name="btnHome"          HorizontalAlignment="Left"          Content="Home" />  <Button Name="btnLog"          HorizontalAlignment="Left"          Content="Logs" /></StackPanel> The XAML listed above will produce a Silverlight control within a Browser that looks like Figure 1.   Figure 1: Normal button controls are quite boring. With just a little bit of refactoring to move the button attributes into Styles, we can make the buttons look a little better. I am a big believer in Styles, so I typically create a Resources section within my user control where I can factor out the common attribute settings for a particular set of controls. Here is a Resources section that I added to my Silverlight user control. <UserControl.Resources>  <Style TargetType="Button"         x:Key="NormalButton">    <Setter Property="HorizontalAlignment"            Value="Left" />    <Setter Property="MinWidth"            Value="50" />    <Setter Property="Margin"            Value="10" />  </Style></UserControl.Resources> Now back in the XAML within the Grid control I update the Button controls to use the Style attribute and have each button use the Static Resource called NormalButton. <StackPanel>  <Button Name="btnHome"          Style="{StaticResource NormalButton}"          Content="Home" />  <Button Name="btnLog"          Style="{StaticResource NormalButton}"          Content="Logs" /></StackPanel> With the additional attributes set in the Resources section on the Button, the above XAML will now display the two buttons as shown in Figure 2. Figure 2: Use Resources to Make Buttons More Consistent Now let’s re-design these buttons even more. Instead of using words for each button, let’s replace the Content property to use a picture. As they say… a picture is worth a thousand words, so let’s take advantage of that. Modify each of the Button controls and eliminate the Content attribute and instead, insert an <Image> control with the <Button> and the </Button> tags. Add a ToolTip to still display the words you had before in the Content and you will now have better looking buttons, as shown in Figure 3.   Figure 3: Using pictures instead of words can be an effective method of communication The XAML to produce Figure 3 is shown in the following listing: <StackPanel>  <Button Name="btnHome"          ToolTipService.ToolTip="Home"          Style="{StaticResource NormalButton}">    <Image Style="{StaticResource NormalImage}"            Source="Images/Home.jpg" />  </Button>  <Button Name="btnLog"          ToolTipService.ToolTip="Logs"          Style="{StaticResource NormalButton}">    <Image Style="{StaticResource NormalImage}"            Source="Images/Log.jpg" />  </Button></StackPanel> You will also need to add the following XAML to the User Control’s Resources section. <Style TargetType="Image"        x:Key="NormalImage">  <Setter Property="Width"          Value="50" /></Style> Add Multiple Controls to Content Now, since the Content can be whatever we want, you could also modify the Content of each button to be a StackPanel control. Then you can have an image and text within the button. <StackPanel>  <Button Name="btnHome"          ToolTipService.ToolTip="Home"          Style="{StaticResource NormalButton}">    <StackPanel>      <Image Style="{StaticResource NormalImage}"              Source="Images/Home.jpg" />      <TextBlock Text="Home"                  Style="{StaticResource NormalTextBlock}" />    </StackPanel>  </Button>  <Button Name="btnLog"          ToolTipService.ToolTip="Logs"          Style="{StaticResource NormalButton}">    <StackPanel>      <Image Style="{StaticResource NormalImage}"              Source="Images/Log.jpg" />      <TextBlock Text="Logs"                  Style="{StaticResource NormalTextBlock}" />    </StackPanel>  </Button></StackPanel> You will need to add one more resource for the TextBlock control too. <Style TargetType="TextBlock"        x:Key="NormalTextBlock">  <Setter Property="HorizontalAlignment"          Value="Center" /></Style> All of the above will now produce the following:   Figure 4: Add multiple controls to the content to make your buttons even more interesting. Summary While this is a simple example, you can see how XAML Content has great flexibility. You could add a MediaElement control as the content of a Button and play a video within the Button. Not that you would necessarily do this, but it does work. What is nice about adding different content within the Button control is you still get the Click event and other attributes of a button, but it does necessarily look like a normal button. Good Luck with your Coding,Paul Sheriff ** SPECIAL OFFER FOR MY BLOG READERS **Visit http://www.pdsa.com/Event/Blog for a free video on Silverlight entitled "Silverlight XAML for the Complete Novice - Part 1."

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  • Zend_Form - The mimetype of file 'foto.jpg' could not be detected

    - by vian
    I have a Zend_Form with file element like this: ->addElement('file', 'image', array( 'required' => false, 'label' => 'Venue Image', 'validators' => array( array('IsImage', false), array('Size', false, '2097152'), array('Upload', false), ), )) And when I'm using localhost the image is uploaded successfully. But when I move to my hosting the validation error shows for image field. The mimetype of file 'foto.jpg' could not be detected. What can be the reason of this?

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  • MODI leaking memory

    - by Khragg
    I have an app where I'm using MODI 2007 to OCR several multi-page tiff files. I have found that when I kick it off on a directory that contains several good tiffs but also some tiffs that cannot be opened in Windows Picture and Fax Viewer, then MODI also fails to OCR those "bad" tiffs. When this happens, the app is unable to reclaim any of the memory that was used by MODI to OCR those tiffs. After the tool tries to OCR too many of these "bad" tiffs, the machine runs out of memory and the app crashes. I have tried several code fixes from the web that supposedly fix any MODI memory leaks, but so far none have worked for me. I am pasting in the part of the code below that does the OCRing: StringBuilder strRecText = new StringBuilder(10000); MODI.Document doc1 = new MODI.Document(); doc1.Create(name); try { doc1.OCR(MODI.MiLANGUAGES.miLANG_ENGLISH, true, true); // this will ocr all pages of a multi-page tiff file } catch (Exception e) { doc1.Close(false); // clean up if (doc1 != null) { GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); GC.WaitForPendingFinalizers(); System.Runtime.InteropServices.Marshal.FinalReleaseComObject(doc1); doc1 = null; } } MODI.Images images = doc1.Images; for (int imageCounter = 0; imageCounter < images.Count; imageCounter++) { if (imageCounter > 0) { if (!noPageBreakFlag) { strRecText.Append((char)pageBreakChar); } } MODI.Image image = (MODI.Image)images[imageCounter]; MODI.Layout layout = image.Layout; strRecText.Append(layout.Text); GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); GC.WaitForPendingFinalizers(); if (layout != null) { System.Runtime.InteropServices.Marshal.FinalReleaseComObject(layout); layout = null; } if (image != null) { System.Runtime.InteropServices.Marshal.FinalReleaseComObject(image); image = null; } } File.AppendAllText(ocrFile, strRecText.ToString()); // write the OCR file out to disk GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); GC.WaitForPendingFinalizers(); if (images != null) { System.Runtime.InteropServices.Marshal.FinalReleaseComObject(images); images = null; } GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); GC.WaitForPendingFinalizers(); doc1.Close(false); // clean up if (doc1 != null) { System.Runtime.InteropServices.Marshal.FinalReleaseComObject(doc1); doc1 = null; } GC.Collect(); GC.WaitForPendingFinalizers(); GC.Collect(); GC.WaitForPendingFinalizers();

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  • Why does this thumbnail generation code throw OutOfMemoryException on large files?

    - by tsilb
    This code works great for generating thumbnails, but when given a very large (100MB+) TIFF file, it throws OutOfMemoryExceptions. When I do it manually in Paint.NET on the same machine, it works fine. How can I improve this code to stop throwing on very large files? In this case I'm loading a 721MB TIF on a machine with 8GB RAM. The Task Manager shows 2GB used so something is preventing it from using all that memory. Specifically it throws when I load the Image to calculate the size of the original. What gives? /// <summary>Creates a thumbnail of a given image.</summary> /// <param name="inFile">Fully qualified path to file to create a thumbnail of</param> /// <param name="outFile">Fully qualified path to created thumbnail</param> /// <param name="x">Width of thumbnail</param> /// <returns>flag; result = is success</returns> public static bool CreateThumbnail(string inFile, string outFile, int x) { // Validation - assume 16x16 icon is smallest useful size. Smaller than that is just not going to do us any good anyway. I consider that an "Exceptional" case. if (string.IsNullOrEmpty(inFile)) throw new ArgumentNullException("inFile"); if (string.IsNullOrEmpty(outFile)) throw new ArgumentNullException("outFile"); if (x < 16) throw new ArgumentOutOfRangeException("x"); if (!File.Exists(inFile)) throw new ArgumentOutOfRangeException("inFile", "File does not exist: " + inFile); // Mathematically determine Y dimension int y; using (Image img = Image.FromFile(inFile)) { // OutOfMemoryException double xyRatio = (double)x / (double)img.Width; y = (int)((double)img.Height * xyRatio); } // All this crap could have easily been Image.Save(filename, x, y)... but nooooo.... using (Bitmap bmp = new Bitmap(inFile)) using (Bitmap thumb = new Bitmap((Image)bmp, new Size(x, y))) using (Graphics g = Graphics.FromImage(thumb)) { g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality; g.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.High; g.CompositingQuality = System.Drawing.Drawing2D.CompositingQuality.HighQuality; System.Drawing.Imaging.ImageCodecInfo codec = System.Drawing.Imaging.ImageCodecInfo.GetImageEncoders()[1]; System.Drawing.Imaging.EncoderParameters ep2 = new System.Drawing.Imaging.EncoderParameters(1); ep2.Param[0] = new System.Drawing.Imaging.EncoderParameter(System.Drawing.Imaging.Encoder.Quality, 100L); g.DrawImage(bmp, new Rectangle(0,0,thumb.Width, thumb.Height)); try { thumb.Save(outFile, codec, ep2); return true; } catch { return false; } } }

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  • using php's libcurl to register user and upload file to server

    - by tunpishuang
    here is a site http://www.lyrkjsw.gov.cn that can let the registered user to upload file (e.g. images or office files) to the site. i want to register user and upload image to this site using libcurl binding with php. only registered user can upload image. so i use cookiejar stored in c:\cookie.txt after register and use c:\cookie.txt in uploadImg() function . register user is valid but failed to upload image , can anybody know is there any mistake of my code: <? /* options */ //the list url $expUrl='http://www.lyrkjsw.gov.cn/hbcms/user/list_resource.php'; //the user info to be registered $regUser='jiong'; $regPass='jiong'; $regMail='[email protected]'; $regUrl=str_replace('list_resource.php','register.php',$expUrl); // options for image upload $fileDir='@D:\img\b.jpg'; $fileTitle='aaaaaaaaaaaaa'; $fileDesc='aaaaaaaaaaaaadesc'; $uploadImgUrl=str_replace('list_resource.php','add_resource.php',$expUrl); /* register function */ function reg($regurl,$u,$p,$m) { $ch = curl_init(); $options=array( CURLOPT_URL=>$regurl, CURLOPT_RETURNTRANSFER=>true, CURLOPT_POST=>true, CURLOPT_POSTFIELDS=>'mod=register_now&next_url=index.php&addon_app=&referrer_id=&login_name='.$u.'&login_pass='.$p.'&confirm_login_pass='.$p.'&login_email='.$m.'&nickname=&gender=0&qq=&mobile=&telephone=&true_name=&website_name=&website_url=&my_question=&my_answer=', CURLOPT_COOKIESESSION=>true, CURLOPT_HEADER=>true, CURLOPT_COOKIEJAR=>'c:\cookie.txt' ); curl_setopt_array($ch,$options); $data = curl_exec($ch); if(strpos($data,'??')){ printf("register ok :)\n"); curl_close($ch); return true; }else{ printf("register failed:(\n"); curl_close($ch); return false; } } /* image uploading function */ function uploadImg($uploadimgurl,$filedir,$filetitle,$filedesc) { $ch = curl_init(); $options=array( CURLOPT_COOKIEFILE=>'c:\cookie.txt', CURLOPT_URL=>$uploadimgurl, CURLOPT_RETURNTRANSFER=>1, CURLOPT_POST=>1, CURLOPT_POSTFIELDS=>" 'MAX_FILE_SIZE'='33554432'& 'preview_area_id'='upload_file'& 'editor_area_id'='body'& 'js_function'=''& 'resource_id'=''& 'show_top_part'='no'& 'file_1'=$filedir& 'file_title_1'=$filetitle& 'file_desc_1'=$filedesc " ); curl_setopt_array($ch,$options); $data = curl_exec($ch); if(strpos($data,'??')){ printf("upload ok :)\n"); }else{ printf("upload failed :(\n"); } curl_close($ch); } if(reg($regUrl,$regUser,$regPass,$regMail) != false) { uploadImg($uploadImgUrl,$fileDir,$fileTitle,$fileDesc); } http://www.lyrkjsw.gov.cn/hbcms/user/list_resource.php (list file page) http://www.lyrkjsw.gov.cn/hbcms/user/register.php (register page) http://www.lyrkjsw.gov.cn/hbcms/user/add_resource.php (image uploading page)

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  • Using ftplib for multithread uploads

    - by Arty
    I'm trying to do multithread uploads, but get errors. I guessed that maybe it's impossible to use multithreads with ftplib? Here comes my code: class myThread (threading.Thread): def __init__(self, threadID, src, counter, image_name): self.threadID = threadID self.src = src self.counter = counter self.image_name = image_name threading.Thread.__init__(self) def run(self): uploadFile(self.src, self.image_name) def uploadFile(src, image_name): f = open(src, "rb") ftp.storbinary('STOR ' + image_name, f) f.close() ftp = FTP('host') # connect to host, default port ftp.login() # user anonymous, passwd anonymous@ dirname = "/home/folder/" i = 1 threads = [] for image in os.listdir(dirname): if os.path.isfile(dirname + image): thread = myThread(i , dirname + image, i, image ) thread.start() threads.append( thread ) i += 1 for t in threads: t.join() Get bunch of ftplib errors like raise error_reply, resp error_reply: 200 Type set to I If I try to upload one by one, everything works fine

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  • How do i rotate a CALayer around a diagonal axis?

    - by Mattias Wadman
    Hi, im trying to implement a flip animation to be used in board game like application. The animation is suppose to look like a game piece that rotate and change to the color of its back. I have managed to get a animation that flips around orthogonal axis, but when i try to flip around a diagonal axis by changing the rotation around the z-axis not surprisingly the actual image also gets rotated. Instead i would like to rotate the image as it is around a diagonal axis. I have tried to change layer.sublayerTransform but with no success. Here is the current implementation. It works by doing a trick to resolve the issue of getting a mirrored image at the end of the animation. The solution is to not actually rotate the layer 180 degrees, instead it rotates it 90 degrees, changes image and then rotates it back. + (void)flipLayer:(CALayer *)layer toImage:(CGImageRef)image withAngle:(double)angle { const float duration = 0.5f; CAKeyframeAnimation *diag = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.z"]; diag.duration = duration; diag.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:angle], [NSNumber numberWithDouble:0.0f], nil]; diag.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:1.0f], nil]; diag.calculationMode = kCAAnimationDiscrete; CAKeyframeAnimation *flip = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.y"]; flip.duration = duration; flip.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:M_PI / 2], [NSNumber numberWithDouble:0.0f], nil]; flip.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:0.5f], [NSNumber numberWithDouble:1.0f], nil]; flip.calculationMode = kCAAnimationLinear; CAKeyframeAnimation *replace = [CAKeyframeAnimation animationWithKeyPath:@"contents"]; replace.duration = duration / 2; replace.beginTime = duration / 2; replace.values = [NSArray arrayWithObjects:(id)image, nil]; replace.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], nil]; replace.calculationMode = kCAAnimationDiscrete; CAAnimationGroup *group = [CAAnimationGroup animation]; group.removedOnCompletion = NO; group.duration = duration; group.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; group.animations = [NSArray arrayWithObjects:diag, flip, replace, nil]; group.fillMode = kCAFillModeForwards; [layer addAnimation:group forKey:nil]; }

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  • iPhone:Tabbar hides when pushing from TableView to UIViewController

    - by user187532
    Hello all, I have four Tab bar items in a Tab bar which is being bottom of the view where i have the TableView. I am adding Tab bar and items programmatically (Refer below code) not through I.B. Click on first three Tab bar items, will show the data in the same TableView itself. But clicking on last Tab bar items will push to another UIViewcontroller and show the data there. The problem here is, when i push to the viewController when clicking on last Tab bar item, main "Tab bar" is getting removed. Tab bar code: UITabBar *tabBar = [[UITabBar alloc] initWithFrame:CGRectMake(0, 376, 320, 44)]; item1 = [[UITabBarItem alloc] initWithTitle:@"First Tab" image:[UIImage imageNamed:@"first.png"] tag:0]; item2 = [[UITabBarItem alloc] initWithTitle:@"Second Tab" image:[UIImage imageNamed:@"second.png"] tag:1]; item3 = [[UITabBarItem alloc] initWithTitle:@"Third Tab" image:[UIImage imageNamed:@"third.png"] tag:2]; item4 = [[UITabBarItem alloc] initWithTitle:@"Fourth Tab" image:[UIImage imageNamed:@"fourth.png"] tag:3]; item5 = [[UITabBarItem alloc] initWithTitle:@"Fifth Tab" image:[UIImage imageNamed:@"fifth.png"] tag:4]; NSArray *items = [NSArray arrayWithObjects: item1,item2,item3,item4, item5, nil]; [tabBar setItems:items animated:NO]; [tabBar setSelectedItem:item1]; tabBar.delegate=self; [self.view addSubview:tabBar]; Push controller code clicking from last Tab bar item: myViewController = [ [MyViewController alloc] initWithNibName:@"MyView" bundle:nil]; myViewController.hidesBottomBarWhenPushed=NO; [[self navigationController] pushViewController:myViewController animated:NO]; I am not seeing bottom Tab bar when i push my current TableView to myViewController. I am seeing full screen view there. I want to see bottom Tab bar always when every tab item clicked. What might be the problem here? Could someone who come across this issue, please share your suggestion to me? Thank you.

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  • print CSS still showing some background images when printing

    - by RyanP13
    I am receiving some strange begaviour in IE6 when printing a page. For some reason it is printing out parts of a CSS background image sprite. I have overridden all background-image declarations with: * {background-image:none !important;} But to no avail. I didn't think background images were supported by default anyways so this is a new one on me.

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  • Dividing a Video into Frames and Sending Frames to Streams

    - by Amit Kumar
    I have to implement a "demux" that divides up a video stream and sends each frame to one of multiple output streams in a round-robin fashion. I am trying to implement the demux as follows. The video stream contains one frame after another and is implemented via a java InputStream. Each frame has a frame header followed by the image data. The demux needs to read the frame header to know the size of the image data. The image data can then be redirected from the input video stream to one of the output streams (java OutputStream). My problem is about how to implement this redirection. That is, connect the InputStream to the OutputStream to send N bytes (here N is the size of the image data), and then disconnect and connect to another OutputStream. I have seen the interface of PipedInputStream etc but they do not seem to implement the disconnection.

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  • Custom Gesture in cocos2d

    - by Lewis
    I've found a little tutorial that would be useful for my game: http://blog.mellenthin.de/archives/2012/02/13/an-one-finger-rotation-gesture-recognizer/ But I can't work out how to convert that gesture to work with cocos2d, I have found examples of pre made gestures in cocos2d, but no custom ones, is it possible? EDIT STILL HAVING PROBLEMS WITH THIS: I've added the code from Sentinel below (from SO), the Gesture and RotateGesture have both been added to my solution and are compiling. Although In the rotation class now I only see selectors, how do I set those up? As the custom gesture found in that project above looks like: header file for custom gesture: #import <Foundation/Foundation.h> #import <UIKit/UIGestureRecognizerSubclass.h> @protocol OneFingerRotationGestureRecognizerDelegate <NSObject> @optional - (void) rotation: (CGFloat) angle; - (void) finalAngle: (CGFloat) angle; @end @interface OneFingerRotationGestureRecognizer : UIGestureRecognizer { CGPoint midPoint; CGFloat innerRadius; CGFloat outerRadius; CGFloat cumulatedAngle; id <OneFingerRotationGestureRecognizerDelegate> target; } - (id) initWithMidPoint: (CGPoint) midPoint innerRadius: (CGFloat) innerRadius outerRadius: (CGFloat) outerRadius target: (id) target; - (void)reset; - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event; - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event; @end .m for custom gesture file: #include <math.h> #import "OneFingerRotationGestureRecognizer.h" @implementation OneFingerRotationGestureRecognizer // private helper functions CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2); CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB); - (id) initWithMidPoint: (CGPoint) _midPoint innerRadius: (CGFloat) _innerRadius outerRadius: (CGFloat) _outerRadius target: (id <OneFingerRotationGestureRecognizerDelegate>) _target { if ((self = [super initWithTarget: _target action: nil])) { midPoint = _midPoint; innerRadius = _innerRadius; outerRadius = _outerRadius; target = _target; } return self; } /** Calculates the distance between point1 and point 2. */ CGFloat distanceBetweenPoints(CGPoint point1, CGPoint point2) { CGFloat dx = point1.x - point2.x; CGFloat dy = point1.y - point2.y; return sqrt(dx*dx + dy*dy); } CGFloat angleBetweenLinesInDegrees(CGPoint beginLineA, CGPoint endLineA, CGPoint beginLineB, CGPoint endLineB) { CGFloat a = endLineA.x - beginLineA.x; CGFloat b = endLineA.y - beginLineA.y; CGFloat c = endLineB.x - beginLineB.x; CGFloat d = endLineB.y - beginLineB.y; CGFloat atanA = atan2(a, b); CGFloat atanB = atan2(c, d); // convert radiants to degrees return (atanA - atanB) * 180 / M_PI; } #pragma mark - UIGestureRecognizer implementation - (void)reset { [super reset]; cumulatedAngle = 0; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesBegan:touches withEvent:event]; if ([touches count] != 1) { self.state = UIGestureRecognizerStateFailed; return; } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesMoved:touches withEvent:event]; if (self.state == UIGestureRecognizerStateFailed) return; CGPoint nowPoint = [[touches anyObject] locationInView: self.view]; CGPoint prevPoint = [[touches anyObject] previousLocationInView: self.view]; // make sure the new point is within the area CGFloat distance = distanceBetweenPoints(midPoint, nowPoint); if ( innerRadius <= distance && distance <= outerRadius) { // calculate rotation angle between two points CGFloat angle = angleBetweenLinesInDegrees(midPoint, prevPoint, midPoint, nowPoint); // fix value, if the 12 o'clock position is between prevPoint and nowPoint if (angle > 180) { angle -= 360; } else if (angle < -180) { angle += 360; } // sum up single steps cumulatedAngle += angle; // call delegate if ([target respondsToSelector: @selector(rotation:)]) { [target rotation:angle]; } } else { // finger moved outside the area self.state = UIGestureRecognizerStateFailed; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesEnded:touches withEvent:event]; if (self.state == UIGestureRecognizerStatePossible) { self.state = UIGestureRecognizerStateRecognized; if ([target respondsToSelector: @selector(finalAngle:)]) { [target finalAngle:cumulatedAngle]; } } else { self.state = UIGestureRecognizerStateFailed; } cumulatedAngle = 0; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesCancelled:touches withEvent:event]; self.state = UIGestureRecognizerStateFailed; cumulatedAngle = 0; } @end Then its initialised like this: // calculate center and radius of the control CGPoint midPoint = CGPointMake(image.frame.origin.x + image.frame.size.width / 2, image.frame.origin.y + image.frame.size.height / 2); CGFloat outRadius = image.frame.size.width / 2; // outRadius / 3 is arbitrary, just choose something >> 0 to avoid strange // effects when touching the control near of it's center gestureRecognizer = [[OneFingerRotationGestureRecognizer alloc] initWithMidPoint: midPoint innerRadius: outRadius / 3 outerRadius: outRadius target: self]; [self.view addGestureRecognizer: gestureRecognizer]; The selector below is also in the same file where the initialisation of the gestureRecogonizer: - (void) rotation: (CGFloat) angle { // calculate rotation angle imageAngle += angle; if (imageAngle > 360) imageAngle -= 360; else if (imageAngle < -360) imageAngle += 360; // rotate image and update text field image.transform = CGAffineTransformMakeRotation(imageAngle * M_PI / 180); [self updateTextDisplay]; } I can't seem to get this working in the RotateGesture class can anyone help me please I've been stuck on this for days now. SECOND EDIT: Here is the users code from SO that was suggested to me: Here is projec on GitHub: SFGestureRecognizers It uses builded in iOS UIGestureRecognizer, and don't needs to be integrated into cocos2d sources. Using it, You can make any gestures, just like you could, if you whould work with UIGestureRecognizer. For example: I made a base class Gesture, and subclassed it for any new gesture: //Gesture.h @interface Gesture : NSObject <UIGestureRecognizerDelegate> { UIGestureRecognizer *gestureRecognizer; id delegate; SEL preSolveSelector; SEL possibleSelector; SEL beganSelector; SEL changedSelector; SEL endedSelector; SEL cancelledSelector; SEL failedSelector; BOOL preSolveAvailable; CCNode *owner; } - (id)init; - (void)addGestureRecognizerToNode:(CCNode*)node; - (void)removeGestureRecognizerFromNode:(CCNode*)node; -(void)recognizer:(UIGestureRecognizer*)recognizer; @end //Gesture.m #import "Gesture.h" @implementation Gesture - (id)init { if (!(self = [super init])) return self; preSolveAvailable = YES; return self; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer { return YES; } - (BOOL)gestureRecognizer:(UIGestureRecognizer *)recognizer shouldReceiveTouch:(UITouch *)touch { //! For swipe gesture recognizer we want it to be executed only if it occurs on the main layer, not any of the subnodes ( main layer is higher in hierarchy than children so it will be receiving touch by default ) if ([recognizer class] == [UISwipeGestureRecognizer class]) { CGPoint pt = [touch locationInView:touch.view]; pt = [[CCDirector sharedDirector] convertToGL:pt]; for (CCNode *child in owner.children) { if ([child isNodeInTreeTouched:pt]) { return NO; } } } return YES; } - (void)addGestureRecognizerToNode:(CCNode*)node { [node addGestureRecognizer:gestureRecognizer]; owner = node; } - (void)removeGestureRecognizerFromNode:(CCNode*)node { [node removeGestureRecognizer:gestureRecognizer]; } #pragma mark - Private methods -(void)recognizer:(UIGestureRecognizer*)recognizer { CCNode *node = recognizer.node; if (preSolveSelector && preSolveAvailable) { preSolveAvailable = NO; [delegate performSelector:preSolveSelector withObject:recognizer withObject:node]; } UIGestureRecognizerState state = [recognizer state]; if (state == UIGestureRecognizerStatePossible && possibleSelector) { [delegate performSelector:possibleSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateBegan && beganSelector) [delegate performSelector:beganSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateChanged && changedSelector) [delegate performSelector:changedSelector withObject:recognizer withObject:node]; else if (state == UIGestureRecognizerStateEnded && endedSelector) { preSolveAvailable = YES; [delegate performSelector:endedSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateCancelled && cancelledSelector) { preSolveAvailable = YES; [delegate performSelector:cancelledSelector withObject:recognizer withObject:node]; } else if (state == UIGestureRecognizerStateFailed && failedSelector) { preSolveAvailable = YES; [delegate performSelector:failedSelector withObject:recognizer withObject:node]; } } @end Subclass example: //RotateGesture.h #import "Gesture.h" @interface RotateGesture : Gesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed; @end //RotateGesture.m #import "RotateGesture.h" @implementation RotateGesture - (id)initWithTarget:(id)target preSolveSelector:(SEL)preSolve possibleSelector:(SEL)possible beganSelector:(SEL)began changedSelector:(SEL)changed endedSelector:(SEL)ended cancelledSelector:(SEL)cancelled failedSelector:(SEL)failed { if (!(self = [super init])) return self; preSolveSelector = preSolve; delegate = target; possibleSelector = possible; beganSelector = began; changedSelector = changed; endedSelector = ended; cancelledSelector = cancelled; failedSelector = failed; gestureRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:@selector(recognizer:)]; gestureRecognizer.delegate = self; return self; } @end Use example: - (void)addRotateGesture { RotateGesture *rotateRecognizer = [[RotateGesture alloc] initWithTarget:self preSolveSelector:@selector(rotateGesturePreSolveWithRecognizer:node:) possibleSelector:nil beganSelector:@selector(rotateGestureStateBeganWithRecognizer:node:) changedSelector:@selector(rotateGestureStateChangedWithRecognizer:node:) endedSelector:@selector(rotateGestureStateEndedWithRecognizer:node:) cancelledSelector:@selector(rotateGestureStateCancelledWithRecognizer:node:) failedSelector:@selector(rotateGestureStateFailedWithRecognizer:node:)]; [rotateRecognizer addGestureRecognizerToNode:movableAreaSprite]; } I dont understand how to implement the custom gesture code at the start of this post into the rotateGesture class which is a subclass of the gesture class written by the SO user. Any ideas please? When I get 6 more rep I'll add a bounty to this.

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  • Translate ImageButton from C# to XAML

    - by Bill
    I worked out the C# code to create an ImageButton (below) that has three images (one base-image and two overlays) and three text boxes as the face of the button. I am inheriting from the Button class, which unfortunately includes several components that I didn't realize would surface until after coding and need to remove, namely the bright-blue surrounding border on IsMouseOver, and any visible borders between the buttons, as the buttons will end up in a wrapPanel and the borders need to be seamless. Now that the format has been worked out in C#, I expect that I need to translate to XAML so that I can create a ControlTemplate to get the functionality necessary, however I am not certain as to the process of translating from C# to XAML. Can anyone steer me in the right direction? public class ACover : Button { Image cAImage = null; Image jCImage = null; Image jCImageOverlay = null; TextBlock ATextBlock = null; TextBlock AbTextBlock = null; TextBlock ReleaseDateTextBlock = null; private string _TracksXML = ""; public ACover() { Grid cArtGrid = new Grid(); cArtGrid.Background = new SolidColorBrush(Color.FromRgb(38, 44, 64)); cArtGrid.Margin = new System.Windows.Thickness(5, 10, 5, 10); RowDefinition row1 = new RowDefinition(); row1.Height = new GridLength(225); RowDefinition row2 = new RowDefinition(); row2.Height = new GridLength(0, GridUnitType.Auto); RowDefinition row3 = new RowDefinition(); row3.Height = new GridLength(0, GridUnitType.Auto); RowDefinition row4 = new RowDefinition(); row4.Height = new GridLength(0, GridUnitType.Auto); cArtGrid.RowDefinitions.Add(row1); cArtGrid.RowDefinitions.Add(row2); cArtGrid.RowDefinitions.Add(row3); cArtGrid.RowDefinitions.Add(row4); ColumnDefinition col1 = new ColumnDefinition(); col1.Width = new GridLength(0, GridUnitType.Auto); cArtGrid.ColumnDefinitions.Add(col1); jCImage = new Image(); jCImage.Height = 240; jCImage.Width = 260; jCImage.VerticalAlignment = VerticalAlignment.Top; jCImage.Source = new BitmapImage(new Uri(Properties.Settings.Default.pathToGridImages + "jc.png", UriKind.Absolute)); cArtGrid.Children.Add(jCImage); cArtImage = new Image(); cArtImage.Height = 192; cArtImage.Width = 192; cArtImage.Margin = new System.Windows.Thickness(3, 7, 0, 0); cArtImage.VerticalAlignment = VerticalAlignment.Top; cArtGrid.Children.Add(cArtImage); jCImageOverlay = new Image(); jCImageOverlay.Height = 192; jCImageOverlay.Width = 192; jCImageOverlay.Margin = new System.Windows.Thickness(3, 7, 0, 0); jCImageOverlay.VerticalAlignment = VerticalAlignment.Top; jCImageOverlay.Source = new BitmapImage(new Uri( Properties.Settings.Default.pathToGridImages + "jc-overlay.png", UriKind.Absolute)); coverArtGrid.Children.Add(jCImageOverlay); ATextBlock = new TextBlock(); ATextBlock.Foreground = new SolidColorBrush(Color.FromRgb(173, 176, 198)); ATextBlock.Margin = new Thickness(10, -10, 0, 0); cArtGrid.Children.Add(ATextBlock); AlTextBlock = new TextBlock(); AlTextBlock.Margin = new Thickness(10, 0, 0, 0); AlTextBlock.Foreground = new SolidColorBrush(Color.FromRgb(173, 176, 198)); cArtGrid.Children.Add(AlTextBlock); RDTextBlock = new TextBlock(); RDTextBlock.Margin = new Thickness(10, 0, 0, 0); RDTextBlock.Foreground = new SolidColorBrush(Color.FromRgb(173, 176, 198)); cArtGrid.Children.Add(RDTextBlock); Grid.SetColumn(jCImage, 0); Grid.SetRow(jCImage, 0); Grid.SetColumn(jCImageOverlay, 0); Grid.SetRow(jCImageOverlay, 0); Grid.SetColumn(cArtImage, 0); Grid.SetRow(cArtImage, 0); Grid.SetColumn(ATextBlock, 0); Grid.SetRow(ATextBlock, 1); Grid.SetColumn(AlTextBlock, 0); Grid.SetRow(AlTextBlock, 2); Grid.SetColumn(RDTextBlock, 0); Grid.SetRow(RDTextBlock, 3); this.Content = cArtGrid; } public string A { get { if (ATextBlock != null) return ATextBlock.Text; else return String.Empty; } set { if (ATextBlock != null) ATextBlock.Text = value; } } public string Al { get { if (AlTextBlock != null) return AlTextBlock.Text; else return String.Empty; } set { if (AlTextBlock != null) AlTextBlock.Text = value; } } public string RD { get { if (RDTextBlock != null) return RDTextBlock.Text; else return String.Empty; } set { if (RDTextBlock != null) RDTextBlock.Text = value; } } public ImageSource Image { get { if (cArtImage != null) return cArtImage.Source; else return null; } set { if (cArtImage != null) cArtImage.Source = value; } } public string TracksXML { get { return _TracksXML; } set { _TracksXML = value; } } public double ImageWidth { get { if (cArtImage != null) return cArtImage.Width; else return double.NaN; } set { if (cArtImage != null) cArtImage.Width = value; } } public double ImageHeight { get { if (cArtImage != null) return cArtImage.Height; else return double.NaN; } set { if (cArtImage != null) cArtImage.Height = value; } } }

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  • invalidArgumentError: Error #2015: Invalid BitmapData

    - by Arif
    the error is ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData/get width() recently i write code in flex to upload a image in canvas and modify it. first i convert the image bitmapdata then use it. but problem is after upload some image the above error display. the process can't get the width or height of bitmapdata. How can i solve this?

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  • Silverlight DataGrid's sort by column doesn't update programmatically changed cells

    - by David Seiler
    For my first Silverlight app, I've written a program that sends user-supplied search strings to the Flickr REST API and displays the results in a DataGrid. Said grid is defined like so: <data:DataGrid x:Name="PhotoGrid" AutoGenerateColumns="False"> <data:DataGrid.Columns> <data:DataGridTextColumn Header="Photo Title" Binding="{Binding Title}" CanUserSort="True" CanUserReorder="True" CanUserResize="True" IsReadOnly="True" /> <data:DataGridTemplateColumn Header="Photo" SortMemberPath="ImageUrl"> <data:DataGridTemplateColumn.CellTemplate> <DataTemplate> <StackPanel Orientation="Horizontal" VerticalAlignment="Center"> <TextBlock Text="Click here to show image" MouseLeftButtonUp="ShowPhoto"/> <Image Visibility="Collapsed" MouseLeftButtonUp="HidePhoto"/> </StackPanel> </DataTemplate> </data:DataGridTemplateColumn.CellTemplate> </data:DataGridTemplateColumn> </data:DataGrid.Columns> </data:DataGrid> It's a simple two-column table. The first column contains the title of the photo, while the second contains the text 'Click here to show image'. Clicks there call ShowPhoto(), which updates the Image element's Source property with a BitmapImage derived from the URI of the Flickr photo, and sets the image's visibility to Visible. Clicking on the image thus revealed hides it again. All of this was easy to implement and works perfectly. But whenever I click on one of the column headers to sort by that column, the cells that I've updated in this way do not change. The rest of the DataGrid is resorted and updated appropriately, but those cells remain behind, detached from the rest of their row. This is very strange, and not at all what I want. What am I doing wrong? Should I be freshening the DataGrid somehow in response to the sort event, and if so how? Or if I'm not supposed to be messing with the contents of the grid directly, what's the right way to get the behavior I want?

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  • WPF TabControl Determine header Heigth?

    - by Petoj
    Lets say i have a reference to a TabControl is there any way to get the height of the headers? The reason for this is the following i have one tabcontrol and one image above it and i want the headers to be on the image.. so my idear was to write a value converter that can convert a tabcontrol to a Thickness.. and by using this i would be able to place the headers on top of the image...

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  • Scipy Negative Distance? What?

    - by disappearedng
    I have a input file which are all floating point numbers to 4 decimal place. i.e. 13359 0.0000 0.0000 0.0001 0.0001 0.0002` 0.0003 0.0007 ... (the first is the id). My class uses the loadVectorsFromFile method which multiplies it by 10000 and then int() these numbers. On top of that, I also loop through each vector to ensure that there are no negative values inside. However, when I perform _hclustering, I am continually seeing the error, "Linkage Z contains negative values". I seriously think this is a bug because: I checked my values, the values are no where small enough or big enough to approach the limits of the floating point numbers and the formula that I used to derive the values in the file uses absolute value (my input is DEFINITELY right). Can someone enligten me as to why I am seeing this weird error? What is going on that is causing this negative distance error? ===== def loadVectorsFromFile(self, limit, loc, assertAllPositive=True, inflate=True): """Inflate to prevent "negative" distance, we use 4 decimal points, so *10000 """ vectors = {} self.winfo("Each vector is set to have %d limit in length" % limit) with open( loc ) as inf: for line in filter(None, inf.read().split('\n')): l = line.split('\t') if limit: scores = map(float, l[1:limit+1]) else: scores = map(float, l[1:]) if inflate: vectors[ l[0]] = map( lambda x: int(x*10000), scores) #int might save space else: vectors[ l[0]] = scores if assertAllPositive: #Assert that it has no negative value for dirID, l in vectors.iteritems(): if reduce(operator.or_, map( lambda x: x < 0, l)): self.werror( "Vector %s has negative values!" % dirID) return vectors def main( self, inputDir, outputDir, limit=0, inFname="data.vectors.all", mappingFname='all.id.features.group.intermediate'): """ Loads vector from a file and start clustering INPUT vectors is { featureID: tfidfVector (list), } """ IDFeatureDic = loadIdFeatureGroupDicFromIntermediate( pjoin(self.configDir, mappingFname)) if not os.path.exists(outputDir): os.makedirs(outputDir) vectors = self.loadVectorsFromFile( limit, pjoin( inputDir, inFname)) for threshold in map( lambda x:float(x)/30, range(20,30)): clusters = self._hclustering(threshold, vectors) if clusters: outputLoc = pjoin(outputDir, "threshold.%s.result" % str(threshold)) with open(outputLoc, 'w') as outf: for clusterNo, cluster in clusters.iteritems(): outf.write('%s\n' % str(clusterNo)) for featureID in cluster: feature, group = IDFeatureDic[featureID] outline = "%s\t%s\n" % (feature, group) outf.write(outline.encode('utf-8')) outf.write("\n") else: continue def _hclustering(self, threshold, vectors): """function which you should call to vary the threshold vectors: { featureID: [ tfidf scores, tfidf score, .. ] """ clusters = defaultdict(list) if len(vectors) > 1: try: results = hierarchy.fclusterdata( vectors.values(), threshold, metric='cosine') except ValueError, e: self.werror("_hclustering: %s" % str(e)) return False for i, featureID in enumerate( vectors.keys()):

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  • How to i disable the _moz_resizing?

    - by Shripad K
    I am using nicEdit editor and i have added my own custom image resizing script to it. But i want to disable the default _moz_resizing that appears in firefox. I wanted to have finer control over the image being resized. ( Eg: Allow only the image to resize and inherit the width of the parent container. ) So i wrote a custom script. But since firefox has its own image resizing control (_moz_resizing) how do i disable it? If there is no way to do so, i have a very simple workaround where i browser detect firefox and turn off my custom script and use the _moz_resizing instead. But i won't have fine grained control and will have to rely on there being now browser bugs in firefox. :(

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  • rename files with the same name

    - by snorpey
    Hi. I use the following function to rename thumbnails. For example, if I upload a file called "image.png" to an upload folder, and this folder already has a file named "image.png" in it, the new file automatically gets renamed to "image-copy-1.png". If there also is a file called "image-copy-1.png" it gets renamed to "image-copy-2.png" and so on. The following function returns the new filename. At least that's what it is supposed to do... The renaming doesn't seeem to work correctly, though. Sometimes it produces strange results, like: 1.png 1-copy-1.png 1-copy-2.png 1-copy-2-copy-1.png 1-copy-2-copy-3.png I hope you understand my problem, despite my description being somewhat complex... Can you tell me what went wrong here? (bonus question: Is regular expressions the right tool for doing this kind of stuff?) <?php function renameDuplicates($path, $file) { $fileName = pathinfo($path . $file, PATHINFO_FILENAME); $fileExtension = "." . pathinfo($path . $file, PATHINFO_EXTENSION); if(file_exists($path . $file)) { $fileCopy = $fileName . "-copy-1"; if(file_exists($path . $fileCopy . $fileExtension)) { if ($contains = preg_match_all ("/.*?(copy)(-)(\\d+)/is", $fileCopy, $matches)) { $copyIndex = $matches[3][0]; $fileName = substr($fileCopy, 0, -(strlen("-copy-" . $copyIndex))) . "-copy-" . ($copyIndex + 1); } } else { $fileName .= "-copy-1"; } } $returnValue = $fileName . $fileExtension; return $returnValue; }?>

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