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  • Emailing an excel sheet with SSL in Python

    - by jakecar
    Hi...this is my first post so let me know if there are any common courtesies I should know about. I just started programming 8 months ago, so I am fairly new. I have been doing some projects to get better. A project I'm working on now creates an Excel sheet from inputted data. It's in Python, which I just started learning a couple of weeks ago. I'm attempting to embed part of this Excel sheet into an email, sent from my school address. I have spent hours looking this up, and to no avail. There are two problems I am asking for help with: 1) I have figured out how to send an email from my GMail account, but not from my school address. My school email uses SSL port 465, which I have tried to use, but to no avail. Unfortunately, I have been having a problem setting up outgoing email for this account on my iPhone as well. It may be related? Does anyone know of common issues relating to outgoing email with SSL and Python? 2) Excel has an option of saving a sheet as a HTML. When doing so, I copy and pasted the HTML source and emailed it as an attachment. Unfortunately, the colored text did not transfer over. Does anyone know of a better way of using Python to send an excel sheet embedded in an email? Thanks for your help!

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  • Export sheet from Excel to CSV

    - by Mike Wills
    I am creating a spread sheet to help ease the entry of data into one of our systems. They are entering inventory items into this spread sheet to calculate the unit cost of the item (item cost + tax + S&H). The software we purchased cannot do this. Aan invoice can have one or more lines (duh!) and I calculate the final unit cost. This is working fine. I then want to take that data and create a CSV from that so they can load it into our inventory system. I currently have a second tab that is laid out like I want the CSV, and I do an equal cell (=Sheet!A3) to get the values on the "export sheet". The problem is when they save this to a CSV, there are many blank lines that need to be deleted before they can upload it. I want a file that only contains the data that is needed. I am sure this could be done in VBA, but I don't know where to start or know how to search for an example to start. Any direction or other options would be appreciated.

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  • Free CD burning software for Windows?

    - by MiffTheFox
    I need to burn CDs (maybe DVDs too) from images (both bin/cue and iso format), and also from files. What is a good software to handle this? Note that I don't have the software that may have come with the drive, but I'm assuming it works because I can burn files with Explorer. I just need something that can handle images too.

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  • iPad modal form sheet takes up the whole screen anyways

    - by quixoto
    I'm trying to create a form sheet modal on iPad, which should be a 540x620 modal view. I've created a view controller with a NIB file whose view is a 540x620 sized UIView (with stuff on it). I set the modal presentation style to UIModalPresentationFormSheet, and call presentModalViewController:animated: on the current view controller. My view slides in from the bottom, but instead of being a form sheet, it takes up the whole screen (my view elements are all anchored in the top left of the screen). Even stranger, when I dismiss it, all the UI that was "underneath" it, is all re-layed out to be in the center, in approximately a form sheet sized area in the center of the screen. Bizarro! Anyone have any suggestions as to what could cause this behavior? Thanks.

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  • Close button during modal sheet

    - by Nano8Blazex
    In Objective C (Cocoa) I have an app running with a modal sheet, but I want to allow the app to quit even when the sheet is displayed (contradicting the definition of modal I think, but I like the animated effect of modal sheets). I'm already using the -setPreventsApplicationTerminationWhenModal method and it works fine, but I'm wondering... is there any way to keep the close button enabled? The little circle usually red-colored close button that comes with all windows in the top left corner (side by side with minimize and maximize)? Right now it's completely disabled when the sheet is running, and it would be awesome if there is a way to enable it. Thanks!

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  • Copying Data to a Master sheet from other sheets without duplicates

    - by sam
    I have four workbooks, three of which are for data entries, and the latter which hosts all data entered in the other workbooks; as a matter of fact, it serves as a master workbook. I need code to copy data entered in each workbook in sheet 1 to be copied to the next available row on sheet 1 of the master workbook, but if the data to be copied from these individual workbooks are duplicates, then a message box should pop up displaying that its a duplicate. To be precise, I want the users to type p in column j indicating process, and click a button in the spreadsheet to copy the data to the master sheet. I would be glad for any assistance. Thanks a million for any help.

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  • accessing variable sheet ranges within Google spreadsheet?

    - by Daniel Harvey
    I've been trying to keep this little project entirely within Google docs, but I may have hit a wall. The spreadsheet is being used as a way for multiple users to record individual events with a Template they duplicate. I want to be able to compile a list of names of those attended onto a "report" sheet from all of the unique sheets, which should be after a certain sheet index [3] to [infinite]. Is this sort of variable sheet range possible in Google spreadsheets or do I need to go to the API to get this accomplished?

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  • How to achieve selection of a tile from a tile sheet based on an ID?

    - by Bugster
    Let's say I have a tile sheet that contains 8 sprites per sheet. Each sprite is a tile of 30x30. I wrote my own custom map parser/map loader however I'm having trouble extracting a certain tile sprite from the file. I'll describe my problem better in order for everyone to understand. I wrote an enum of materials, each material has a value according to it's location relative to the tile sheet. For example void is 1, grass is 2, rock is 3, etc. So in my tile sheet they are represented as such: +---+---+---+---+---+ | 1 | 2 | 3 | 4 | 5 | +---+---+---+---+---+ Which is equivalent to: +------+-------+-------+ | void | grass | stone | +------+-------+-------+ Basically when rendering, I created a tile class, each tile has 2 coordinates: X and Y (They are calculated automatically) and a material which can be represented either as a number, either as a value (ID). When rendering, I have a vector of sprites which are all taken from 1 file called tilesheet.png, however each of them must only draw a certain portion of the tile sheet, for example say I have something like this: tile coordinateBounds(topLeftX, topLeftY, tileWidth, tileHeight); During the initialization of the map I calculate an array of tiles, and I give each of them their position, their materials based on the values in a map file and a few other variables such as collision. I need to apply the coordinateBounds to each of them according to their material value. For example if the material is grass it should only take the grass sprite from the tilesheet. I must also mention I'm using SFML, and there are no borders or spacing between the tiles.

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  • Multiple pages per sheet (PDF)

    - by smihael
    I use the following commands pdf2ps input.pdf - | psnup -pA4 -4 >> output.ps ps2pdf output.ps output.pdf rm output.ps to merge multiple pages (in this case 4) from input file to one sheet in outupt file. How can I modify pipelining so that I won't have to use 2 commands, but just a single one liner? Is there any other commandline tool that would do the same and can work directly on pdf files?

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  • Spritebatch drawing sprite with jagged borders

    - by Mutoh
    Alright, I've been on the making of a sprite class and a sprite sheet manager, but have come across this problem. Pretty much, the project is acting like so; for example: Let's take this .png image, with a transparent background. Note how it has alpha-transparent pixels around it in the lineart. Now, in the latter link's image, in the left (with CornflowerBlue background) it is shown the image drawn in another project (let's call it "Project1") with a simpler sprite class - there, it works. The right (with Purple background for differentiating) shows it drawn with a different class in "Project2" - where the problem manifests itself. This is the Sprite class of Project1: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace WindowsGame2 { class Sprite { Vector2 pos = new Vector2(0, 0); Texture2D image; Rectangle size; float scale = 1.0f; // --- public float X { get { return pos.X; } set { pos.X = value; } } public float Y { get { return pos.Y; } set { pos.Y = value; } } public float Width { get { return size.Width; } } public float Height { get { return size.Height; } } public float Scale { get { return scale; } set { if (value < 0) value = 0; scale = value; if (image != null) { size.Width = (int)(image.Width * scale); size.Height = (int)(image.Height * scale); } } } // --- public void Load(ContentManager Man, string filename) { image = Man.Load<Texture2D>(filename); size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Become(Texture2D frame) { image = frame; size = new Rectangle( 0, 0, (int)(image.Width * scale), (int)(image.Height * scale) ); } public void Draw(SpriteBatch Desenhista) { // Desenhista.Draw(image, pos, Color.White); Desenhista.Draw( image, pos, new Rectangle( 0, 0, image.Width, image.Height ), Color.White, 0.0f, Vector2.Zero, scale, SpriteEffects.None, 0 ); } } } And this is the code in Project2, a rewritten, pretty much, version of the previous class. In this one I added sprite sheet managing and, in particular, removed Load and Become, to allow for static resources and only actual Sprites to be instantiated. using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { // Actually, I might desconsider this, and instead use static AnimationLocation[] and instanciated ID and Frame; // For determining the starting frame of an animation in a sheet and being able to iterate through // the Rectangles vector of the Sheet; class AnimationLocation { public int Location; public int FrameCount; // --- public AnimationLocation(int StartingRow, int StartingColumn, int SheetWidth, int NumberOfFrames) { Location = (StartingRow * SheetWidth) + StartingColumn; FrameCount = NumberOfFrames; } public AnimationLocation(int PositionInSheet, int NumberOfFrames) { Location = PositionInSheet; FrameCount = NumberOfFrames; } public static int CalculatePosition(int StartingRow, int StartingColumn, SheetManager Sheet) { return ((StartingRow * Sheet.Width) + StartingColumn); } } class Sprite { // The general stuff; protected SheetManager Sheet; protected Vector2 Position; public Vector2 Axis; protected Color _Tint; public float Angle; public float Scale; protected SpriteEffects _Effect; // --- // protected AnimationManager Animation; // For managing the animations; protected AnimationLocation[] Animation; public int AnimationID; protected int Frame; // --- // Properties for easy accessing of the position of the sprite; public float X { get { return Position.X; } set { Position.X = Axis.X + value; } } public float Y { get { return Position.Y; } set { Position.Y = Axis.Y + value; } } // --- // Properties for knowing the size of the sprite's frames public float Width { get { return Sheet.FrameWidth * Scale; } } public float Height { get { return Sheet.FrameHeight * Scale; } } // --- // Properties for more stuff; public Color Tint { set { _Tint = value; } } public SpriteEffects Effect { set { _Effect = value; } } public int FrameID { get { return Frame; } set { if (value >= (Animation[AnimationID].FrameCount)) value = 0; Frame = value; } } // --- // The only things that will be constantly modified will be AnimationID and FrameID, anything else only // occasionally; public Sprite(SheetManager SpriteSheet, AnimationLocation[] Animations, Vector2 Location, Nullable<Vector2> Origin = null) { // Assign the sprite's sprite sheet; // (Passed by reference! To allow STATIC sheets!) Sheet = SpriteSheet; // Define the animations that the sprite has available; // (Passed by reference! To allow STATIC animation boundaries!) Animation = Animations; // Defaulting some numerical values; Angle = 0.0f; Scale = 1.0f; _Tint = Color.White; _Effect = SpriteEffects.None; // If the user wants a default Axis, it is set in the middle of the frame; if (Origin != null) Axis = Origin.Value; else Axis = new Vector2( Sheet.FrameWidth / 2, Sheet.FrameHeight / 2 ); // Now that we have the axis, we can set the position with no worries; X = Location.X; Y = Location.Y; } // Simply put, draw the sprite with all its characteristics; public void Draw(SpriteBatch Drafter) { Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f ); } } } And, in any case, this is the SheetManager class found in the previous code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace Mobby_s_Adventure { class SheetManager { protected Texture2D SpriteSheet; // For storing the sprite sheet; // Number of rows and frames in each row in the SpriteSheet; protected int NumberOfRows; protected int NumberOfColumns; // Size of a single frame; protected int _FrameWidth; protected int _FrameHeight; public Rectangle[] Rectangles; // For storing each frame; // --- public int Width { get { return NumberOfColumns; } } public int Height { get { return NumberOfRows; } } // --- public int FrameWidth { get { return _FrameWidth; } } public int FrameHeight { get { return _FrameHeight; } } // --- public Texture2D Texture { get { return SpriteSheet; } } // --- public SheetManager (Texture2D Texture, int Rows, int FramesInEachRow) { // Normal assigning SpriteSheet = Texture; NumberOfRows = Rows; NumberOfColumns = FramesInEachRow; _FrameHeight = Texture.Height / NumberOfRows; _FrameWidth = Texture.Width / NumberOfColumns; // Framing everything Rectangles = new Rectangle[NumberOfRows * NumberOfColumns]; int ID = 0; for (int i = 0; i < NumberOfRows; i++) { for (int j = 0; j < NumberOfColumns; j++) { Rectangles[ID] = new Rectangle ( _FrameWidth * j, _FrameHeight * i, _FrameWidth, _FrameHeight ); ID++; } } } public SheetManager (Texture2D Texture, int NumberOfFrames): this(Texture, 1, NumberOfFrames) { } } } For even more comprehending, if needed, here is how the main code looks like (it's just messing with the class' capacities, nothing actually; the result is a disembodied feet walking in place animation on the top-left of the screen and a static axe nearby): using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using System.Threading; namespace Mobby_s_Adventure { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; static List<Sprite> ToDraw; static Texture2D AxeSheet; static Texture2D FeetSheet; static SheetManager Axe; static Sprite Jojora; static AnimationLocation[] Hack = new AnimationLocation[1]; static SheetManager Feet; static Sprite Mutoh; static AnimationLocation[] FeetAnimations = new AnimationLocation[2]; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.TargetElapsedTime = TimeSpan.FromMilliseconds(100); this.IsFixedTimeStep = true; } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } /// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); // Loading logic ToDraw = new List<Sprite>(); AxeSheet = Content.Load<Texture2D>("Sheet"); FeetSheet = Content.Load<Texture2D>("Feet Sheet"); Axe = new SheetManager(AxeSheet, 1); Hack[0] = new AnimationLocation(0, 1); Jojora = new Sprite(Axe, Hack, new Vector2(100, 100), new Vector2(5, 55)); Jojora.AnimationID = 0; Jojora.FrameID = 0; Feet = new SheetManager(FeetSheet, 8); FeetAnimations[0] = new AnimationLocation(1, 7); FeetAnimations[1] = new AnimationLocation(0, 1); Mutoh = new Sprite(Feet, FeetAnimations, new Vector2(0, 0)); Mutoh.AnimationID = 0; Mutoh.FrameID = 0; } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // Update logic Mutoh.FrameID++; ToDraw.Add(Mutoh); ToDraw.Add(Jojora); base.Update(gameTime); } /// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } spriteBatch.Draw(Content.Load<Texture2D>("Sheet"), new Rectangle(50, 50, 55, 60), Color.White); spriteBatch.End(); base.Draw(gameTime); } } } Please help me find out what I'm overlooking! One thing that I have noticed and could aid is that, if inserted the equivalent of this code spriteBatch.Draw( Content.Load<Texture2D>("Image Location"), new Rectangle(X, Y, images width, height), Color.White ); in Project2's Draw(GameTime) of the main loop, it works. EDIT Ok, even if the matter remains unsolved, I have made some more progress! As you see, I managed to get the two kinds of rendering in the same project (the aforementioned Project2, with the more complex Sprite class). This was achieved by adding the following code to Draw(GameTime): protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Purple); // Drawing logic spriteBatch.Begin(); foreach (Sprite Element in ToDraw) { Element.Draw(spriteBatch); } // Starting here spriteBatch.Draw( Axe.Texture, new Vector2(65, 100), new Rectangle ( 0, 0, Axe.FrameWidth, Axe.FrameHeight ), Color.White, 0.0f, new Vector2(0, 0), 1.0f, SpriteEffects.None, 0.0f ); // Ending here spriteBatch.End(); base.Draw(gameTime); } (Supposing that Axe is the SheetManager containing the texture, sorry if the "jargons" of my code confuse you :s) Thus, I have noticed that the problem is within the Sprite class. But I only get more clueless, because even after modifying its Draw function to this: public void Draw(SpriteBatch Drafter) { /*Drafter.Draw( Sheet.Texture, Position, Sheet.Rectangles[Animation[AnimationID].Location + FrameID], // Find the rectangle which frames the wanted image; _Tint, Angle, Axis, Scale, _Effect, 0.0f );*/ Drafter.Draw( Sheet.Texture, Position, new Rectangle( 0, 0, Sheet.FrameWidth, Sheet.FrameHeight ), Color.White, 0.0f, Vector2.Zero, Scale, SpriteEffects.None, 0 ); } to make it as simple as the patch of code that works, it still draws the sprite jaggedly!

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  • How to create a Excel like spread sheet in WPF - C#

    - by Khue
    Hi I want to create a table like in Excel sheet. The table has rows' headers and columns' headers. How to make the rows header move when the vertical scrollbar is dragged and statistic when the horizontal scrollbar is dragged and vice versa for the Columns header like in Excel sheet. Does anyone have any ideas how to do it? Thank you very much for your help

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  • Reading Excel file with C# - Choose sheet

    - by Dänu
    Hey Guys I'm reading an excel file with C# and OleDB (12.0). There I have to specify the select statement with the name of the sheet I wish to read ([Sheet1$]). this.dataAdapter = new OleDbDataAdapter("SELECT * FROM [Sheet1$]", connectionString); Is it possible to select the first sheet, no matter what name? Thank you.

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  • Can't open a sheet on a window twice

    - by moldov
    I'm opening a sheet on a window , the first time the sheet opens correctly, but if I close it, and try to open again it doesn't work, I just get the system alert sound. - (IBAction) showSpeedSheet:(id)sender { [NSApp beginSheet:addEditPackagePanel modalForWindow:[[NSApp delegate] window] modalDelegate:nil didEndSelector:nil contextInfo:nil]; } -(IBAction)endSpeedSheet:(id)sender { [NSApp endSheet:addEditPackagePanel]; [addEditPackagePanel orderOut:sender]; } I can't find what's wrong, the app doesn't print any error on the log.

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  • ipad saving excel sheet opened in uiwebview

    - by satyam
    I've few excel sheets and i want to distribut them along with ap. I want to create an application that open those excel sheets, allow user to modify the content and save the excel sheet as new file. For that purpose, I think I can open excel sheets in UIWebView that allows editing as well. But the trouble is, can I save edited Excel sheet in UIWebView back on to iPad? If Possible, how?

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  • Printing the second page from a Calc sheet

    - by Luke
    I've created a simple invoice document in LibreOffice Calc and it consists of 2 pages. I have defined the print range for my document as: $A$1:$D$33,$D$34:$D$35 My first page holds the actual invoice information the second page is a single merged cell holding terms and conditions text (wrapped to the cell width). The second page is defined by a row break. When I export the sheet as a PDF the first page comes out great but the second page with the terms text is all wrong. On the left hand side I see a portion of text (looks like a single column) and when I select the text inside the PDF I can see it go of the page somewhere to the left. I get the same result in a print preview. I'm at a complete loss on how to approach this problem and any insight is much appreciated.

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  • Okular (on Ubuntu 9.10) prints multiple pages per sheet (n-up) very small

    - by dgleich
    I'm trying to print a set of beamer slides with multiple slides per page (4-up or 6-up). When I select 4 pages or 6 pages per sheet in the Okular print dialog, the pages print quite small (perhaps even tiny -- about 1.75" by 1.25") and leave significant white-space on the page. I can get around this behavior by using the pdfnup utility (in the pdfjam package); which will correctly generate a 4- or 6-up pdf file but it's annoying to generate a second pdf file when I should be able to accomplish this task from the print dialog. Details: Ubuntu 9.10 (Karmic), 64-bit, Color Postscript printer.

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  • Tool to convert a series of image into a single sprite sheet

    - by senbei
    Are there any known tools that can take a serie of pictures and generate a single sprite sheet from them? (ie. place all the images into a single image, one after the other). I have found some very basic software doing this, but I am looking for one that is able to detect duplicate frames as well as outputting some kind of data structure that allow me to programatically retrieve the coordinate of each frame on the generated image. I need this to convert existing animations with many duplicate frames and I am a bit surprised that there is no standard software to do this, as most infos you can find on the web about this is people doing this completely manually.. Any recommendations?

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  • How to search unique dynamic data in a sheet and then copy relevent row in diffrent sheet?

    - by Hemant
    I am getting data from internet (DataFrom Web) In sheet1. Then I disperse that data in to three sheets based on three unique text. Like a,b and c. Rows are copied to sheet a,b and c sheets depending on text (a,b,c) they have. All the rows have one unique text (like url) by which they can be searched. I have added static data corresponding to the row. The problem is when ever internet data is changed (row addition/substitution or randomized). My static data loses its connection with the original row for which it was written. I want to search the data based on one unique key and put it to its original place where it used to be with static data.

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  • Okular (on Ubuntu 9.10) prints multiple pages per sheet (n-up) very small

    - by user23884
    I'm trying to print a set of beamer slides with multiple slides per page (4-up or 6-up). When I select 4 pages or 6 pages per sheet in the Okular print dialog, the pages print quite small (perhaps even tiny -- about 1.75" by 1.25") and leave significant white-space on the page. I can get around this behavior by using the pdfnup utility (in the pdfjam package); which will correctly generate a 4- or 6-up pdf file but it's annoying to generate a second pdf file when I should be able to accomplish this task from the print dialog. Details: Ubuntu 9.10 (Karmic), 64-bit, Color Postscript printer.

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