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  • C#: How to avoid WIA-error when scanning documents with 2400dpi or more?

    - by Stephan_W
    Hello, when we scan a document with a resolution of 2400dpi or higher, we recieve (for example) the following error-message: COMException: Ausnahme von HRESULT: 0x80010100 (RPC_E_SYS_CALL_FAILED) or COMException: Ausnahme von HRESULT: 0x8021006F in one of the following lines img = itm.Transfer(scanFormat.ScanFormat) as WIA.ImageFile; img = ip.Apply(img as WIA.ImageFile); some screenshots for the mentioned errors: http://www.amarant-it.de/TempDownload/WIA_Error01.png or the same path with WIA_Error02.png and WIA_Error03.png for scanning we use the following code: #region Image-Convert-Settings //IP.Filters.Add IP.FilterInfos("Convert").FilterID //IP.Filters(1).Properties("FormatID").Value = wiaFormatJPEG WIA.IImageProcess ip = new WIA.ImageProcessClass(); object convert = "Convert"; WIA.IFilterInfo fi = ip.FilterInfos.get_Item(ref convert); ip.Filters.Add(fi.FilterID, 0); convert = "FormatID"; object formatstring = scanFormat.ScanFormat; WIA.IFilter filter; foreach (WIA.IFilter fTemp in ip.Filters) { filter = fTemp; WIA.IProperty prop = filter.Properties.get_Item(ref convert); prop.set_Value(ref formatstring); } #endregion #region Image-Scan + Convert img = itm.Transfer(scanFormat.ScanFormat) as WIA.ImageFile; img = ip.Apply(img as WIA.ImageFile); img.SaveFile("D:\\scan2." + img.FileExtension); Image image = Image.FromFile("D:\\scan2." + img.FileExtension); ilImages.Images.Add(image.ToString(), image); alImages.Add(image); if (ImageScanned != null) { ImageScanned(image); } #endregion can anyone help us with this problem? thanks

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  • uploadify scriptData problem

    - by elpaso66
    Hi, I'm having problems with scriptData on uploadify, I'm pretty sure the config syntax is fine but whatever I do, scriptData is not passed to the upload script. I tested in both FF and Chrome with flash v. Shockwave Flash 9.0 r31 This is the config: $(document).ready(function() { $('#id_file').uploadify({ 'uploader' : '/media/filebrowser/uploadify/uploadify.swf', 'script' : '/admin/filebrowser/upload_file/', 'scriptData' : {'session_key': 'e1b552afde044bdd188ad51af40cfa8e'}, 'checkScript' : '/admin/filebrowser/check_file/', 'cancelImg' : '/media/filebrowser/uploadify/cancel.png', 'auto' : false, 'folder' : '', 'multi' : true, 'fileDesc' : '*.html;*.py;*.js;*.css;*.jpg;*.jpeg;*.gif;*.png;*.tif;*.tiff;*.mp3;*.mp4;*.wav;*.aiff;*.midi;*.m4p;*.mov;*.wmv;*.mpeg;*.mpg;*.avi;*.rm;*.pdf;*.doc;*.rtf;*.txt;*.xls;*.csv;', 'fileExt' : '*.html;*.py;*.js;*.css;*.jpg;*.jpeg;*.gif;*.png;*.tif;*.tiff;*.mp3;*.mp4;*.wav;*.aiff;*.midi;*.m4p;*.mov;*.wmv;*.mpeg;*.mpg;*.avi;*.rm;*.pdf;*.doc;*.rtf;*.txt;*.xls;*.csv;', 'sizeLimit' : 10485760, 'scriptAccess' : 'sameDomain', 'queueSizeLimit' : 50, 'simUploadLimit' : 1, 'width' : 300, 'height' : 30, 'hideButton' : false, 'wmode' : 'transparent', translations : { browseButton: 'BROWSE', error: 'An Error occured', completed: 'Completed', replaceFile: 'Do you want to replace the file', unitKb: 'KB', unitMb: 'MB' } }); $('input:submit').click(function(){ $('#id_file').uploadifyUpload(); return false; }); }); I checked that other values (file name) are passed correctly but session_key is not. This is the decorator code from django-filebrowser, you can see it checks for request.POST.get('session_key'), the problem is that request.POST is empty. def flash_login_required(function): """ Decorator to recognize a user by its session. Used for Flash-Uploading. """ def decorator(request, *args, **kwargs): try: engine = __import__(settings.SESSION_ENGINE, {}, {}, ['']) except: import django.contrib.sessions.backends.db engine = django.contrib.sessions.backends.db print request.POST session_data = engine.SessionStore(request.POST.get('session_key')) user_id = session_data['_auth_user_id'] # will return 404 if the session ID does not resolve to a valid user request.user = get_object_or_404(User, pk=user_id) return function(request, *args, **kwargs) return decorator

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  • Positioning Layers and text gradients with css

    - by Kenji Crosland
    I'm a CSS newbie trying to get some text gradients going on. I tried this code here but it didn't work for me, most likely because the h1 object is nested within a #header div. I imagine there's something to do with layers that I don't know about. Either I get a gradent block that is in front of everything or it's not appearing at all. In this particular instance this code makes a big gradient bar appear in front of everything: #header { clear:both; float:left; -moz-background-inline-policy:continuous; -moz-background-origin:padding; background:#080E73 url(../images/header-background.png) repeat-x left 0px; width:100%; max-height: 175px; color: #080E73; } #header h1 { margin-bottom: 0; color: #000; position: relative; } #header h1 span { background:url(../images/headline-text.png) repeat-x; display: block; width: 100%; height: 100%; position: absolute; } Here is the HTML (I'm using ruby on rails hence the notation) <div id="header"> <% unless flash[:notice].blank? %> <div id="notice"><%= flash[:notice] %></div> <% end %> <%= image_tag ("header-image.png") %> <h1><span></span>Headline</h1> <strong>Byline</strong> ... #navbar html... </div> I tried playing with z-index but I couldn't come up with any good results. Any ideas?

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  • NETCF - Optimized Repaint (onPaint)

    - by Nullstr1ng
    Hi Guys, I want to ask for suggestions on how to optimize a repaint in Compact Framework? GetHashCode() didn't help because it always return a different hash code. Anyway, I have a program which you can drag and resize an object in run time. This object is a transparent object and it has a PNG image which also dynamically resize relative to object client size. Though I noticed, (e.g. I have 4 transparent object and I'm dragging or resizing one) all 4 of them triggers OnPaintBackground even if the 3 are not moving. Another one when am just tapping on the one object .. it sill triggers onPaintBacground(). Anyway, I don't have a problem when this events get triggered. What I like to do is optimization and that means I only have to repaint the object when it's necessary. Can you guys please give a suggestions? here's my pseudo C# code Bitmap _backBuff; onResize() { if(_backBuff != null) _backBuff.Dispose(); _backBuff = new Bitmap(ClientSize.Width, ClientSize.Height); Invalidate(); } onPaintBackground(e) /*have to use onPaintBackground because MSDN said it's faster*/ { using(Graphics g = Graphics.FromImage(_backBuff)) { g.Clear(Color.Black); // draw background ....some interface calling here ....and paint the background // draw alpha PNG .. get hDc .. paint PNG .. release hDc } e.Graphics.DrawImage(_backBuff,0,0); } Thanks in advance.

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  • CSS sliding door background image problem.

    - by ethyreal
    I noticed I am not the first to ask about CSS sliding doors. However this seems (at least to me) to be a rather odd problem which I have not seen an answer for. Trying to create a simple rounded corner link button: html: <a href="#" class="link_button"><span>Add A New Somthing</span></a> css: .link_button { background: transparent url('img/backgrounds/bg-buttonRight.png') no-repeat scroll top right; color: #444; display: block; float: left; font: normal 12px arial; height: 41px; margin-right: 6px; padding-right: 14px; text-decoration: none; } .link_button span { background: transparent url('img/backgrounds/bg-buttonLeft.png') no-repeat top left; display: block; line-height: 31px; padding: 5px 0 5px 14px; } .link_button:active { background-position: bottom right; color: #000; outline: none; } .link_button:active span { background-position: bottom left; padding: 6px 0 4px 18px; } results: The two images are overlapping, which is what I want, but why the discoloration? Why would one be darker? I tried using png jpg, gif, with and without transparency. I posted the code here, along with another attempt using only one jpg instead of two, but still the same results. Did I miss something? Thanks in advance.

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  • Change the background image of a Button when pressed using VisualStateManager

    - by Thomas Joulin
    I have this button : <Button x:Name="PrevAdIcon" Tag="-1" Visibility="Collapsed" Width="80" Height="80" Click="PrevAd"> <Button.Background> <ImageBrush AlignmentY="Top" Stretch="None" ImageSource="/Images/prev.png"></ImageBrush> </Button.Background> </Button> How can I change the background to /Images/prev-selected.png when a user pressed the button ? It'll give him a feedback, since it's a WP7 app what I have so far (not working) : <vsm:VisualState x:Name="Pressed"> <Storyboard> <ObjectAnimationUsingKeyFrames BeginTime="00:00:00" Duration="00:00:00.0010000" Storyboard.TargetName="Background" Storyboard.TargetProperty="Background"> <DiscreteObjectKeyFrame KeyTime="0"> <DiscreteObjectKeyFrame.Value> <ImageBrush ImageSource="/Images/prev-selected.png" Stretch="Fill"/> </DiscreteObjectKeyFrame.Value> </DiscreteObjectKeyFrame> </ObjectAnimationUsingKeyFrames> </Storyboard> </vsm:VisualState>

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  • Static libpng link with visual studio 2010

    - by Sanctus2099
    Hey guys. I'm trying to add PNG support to my application and thus I want to include libpng. I know it needs zlib and thus I downloaded that as well. I went into the png folder/projects/vstudio and I opened the solution. I compiled it and it went just fine. I added some headers from it into my application and I copied the lib files. My program is a dll written in c++ which is later used from C#. When I run it in C# it complains about not finding my dll (tough if I remove the png part it works fine). I've had this problem before and it usually means a dll dependency is wrong. Now... libpng compiled both some .lib files and some .dll files. The dll files are bigger. My only guess is that it needs the dll files as well but I've seen that people can link to libpng without a dll. So my questions is: How can I compile libpng(and zlib for that instance) into just static libraries and how can I include those in my projects? I've searched around the internet and I couldn't find anything useful.

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  • Issues with cross-domain uploading

    - by meder
    I'm using a django plugin called django-filebrowser which utilizes uploadify. The issue I'm having is that I'm hosting uploadify.swf on a remote static media server, whereas my admin area is on my django server. At first, the browse button wouldn't invoke my browser's upload. I fixed this by modifying the sameScriptAccess to always instead of sameDomain. Now the progress bar doesn't move at all, I probably have to enable some server setting for cross domain file uploading, or most likely actually host a separate upload script on my media server. I thought I could solve this by adding a crossdomain.xml to enable any site at the root of both servers, but that doesn't seem to solve it. $(document).ready(function() { $('#id_file').uploadify({ 'uploader' : 'http://media.site.com:8080/admin/filebrowser/uploadify/uploadify.swf', 'script' : '/admin/filebrowser/upload_file/', 'scriptData' : {'session_key': '...'}, 'checkScript' : '/admin/filebrowser/check_file/', 'cancelImg' : 'http://media.site.com:8080/admin/filebrowser/uploadify/cancel.png', 'auto' : false, 'folder' : '', 'multi' : true, 'fileDesc' : '*.html;*.py;*.js;*.css;*.jpg;*.jpeg;*.gif;*.png;*.tif;*.tiff;*.mp3;*.mp4;*.wav;*.aiff;*.midi;*.m4p;*.mov;*.wmv;*.mpeg;*.mpg;*.avi;*.rm;*.pdf;*.doc;*.rtf;*.txt;*.xls;*.csv;', 'fileExt' : '*.html;*.py;*.js;*.css;*.jpg;*.jpeg;*.gif;*.png;*.tif;*.tiff;*.mp3;*.mp4;*.wav;*.aiff;*.midi;*.m4p;*.mov;*.wmv;*.mpeg;*.mpg;*.avi;*.rm;*.pdf;*.doc;*.rtf;*.txt;*.xls;*.csv;', 'sizeLimit' : 10485760, 'scriptAccess' : 'always', //'scriptAccess' : 'sameDomain', 'queueSizeLimit' : 50, 'simUploadLimit' : 1, 'width' : 300, 'height' : 30, 'hideButton' : false, 'wmode' : 'transparent', translations : { browseButton: 'BROWSE', error: 'An Error occured', completed: 'Completed', replaceFile: 'Do you want to replace the file', unitKb: 'KB', unitMb: 'MB' } }); $('input:submit').click(function(){ $('#id_file').uploadifyUpload(); return false; }); }); The page I'm viewing this on is http://site.com/admin/filebrowser/browse on port 80.

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  • RMagic Error in rails, with AM Charts

    - by Elliot
    Hi Everyone, I'm using AMCharts and rails. AMCharts uses the Image Magic lib to export an image of the chart. In rails this is done with the gem, RMagic. In a controller this is implemented with the following controller method: def export width = params[:width].to_i height = params[:height].to_i data = {} img = Magick::Image.new(width, height) height.times do |y| row = params["r#{y}"].split(',') row.size.times do |r| pixel = row[r].to_s.split(':') pixel[0] = pixel[0].to_s.rjust(6, '0') if pixel.size == 2 pixel[1].to_i.times do (data[y] ||= []) << pixel[0] end else (data[y] ||= []) << pixel[0] end end width.times do |x| img.pixel_color(x, y, "##{data[y][x]}") end end img.format = "PNG" send_data(img.to_blob , :disposition => 'inline', :type => 'image/png', :filename => "chart.png?#{rand(99999999).to_i}") end When the controller is accessed however, I receive this error in the page: The change you wanted was rejected. Maybe you tried to change something you didn't have access to. And this error in the logs (its running on heroku btw): ActionController::InvalidAuthenticityToken (ActionController::InvalidAuthenticityToken): /home/heroku_rack/lib/static_assets.rb:9:in `call' /home/heroku_rack/lib/last_access.rb:25:in `call' /home/heroku_rack/lib/date_header.rb:14:in `call' thin (1.0.1) lib/thin/connection.rb:80:in `pre_process' thin (1.0.1) lib/thin/connection.rb:78:in `catch' thin (1.0.1) lib/thin/connection.rb:78:in `pre_process' thin (1.0.1) lib/thin/connection.rb:57:in `process' thin (1.0.1) lib/thin/connection.rb:42:in `receive_data' eventmachine (0.12.6) lib/eventmachine.rb:240:in `run_machine' eventmachine (0.12.6) lib/eventmachine.rb:240:in `run' thin (1.0.1) lib/thin/backends/base.rb:57:in `start' thin (1.0.1) lib/thin/server.rb:150:in `start' thin (1.0.1) lib/thin/controllers/controller.rb:80:in `start' thin (1.0.1) lib/thin/runner.rb:173:in `send' thin (1.0.1) lib/thin/runner.rb:173:in `run_command' thin (1.0.1) lib/thin/runner.rb:139:in `run!' thin (1.0.1) bin/thin:6 /usr/local/bin/thin:20:in `load' /usr/local/bin/thin:20 Rendering /disk1/home/slugs/149903_609c236_eb4f/mnt/public/422.html (422 Unprocessable Entity) Anyone have any idea what's going on here?

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  • Problem with using APACHE-POI to convert PPT to Image

    - by SpawnCxy
    Hi all, I got a problem when I try to use Apache POI project to convert my PPT to Images.My code as follows: FileInputStream is = new FileInputStream("test.ppt"); SlideShow ppt = new SlideShow(is); is.close(); Dimension pgsize = ppt.getPageSize(); Slide[] slide = ppt.getSlides(); for (int i = 0; i < slide.length; i++) { BufferedImage img = new BufferedImage(pgsize.width, pgsize.height, BufferedImage.TYPE_INT_RGB); Graphics2D graphics = img.createGraphics(); //clear the drawing area graphics.setPaint(Color.white); graphics.fill(new Rectangle2D.Float(0, 0, pgsize.width, pgsize.height)); //render slide[i].draw(graphics); //save the output FileOutputStream out = new FileOutputStream("slide-" + (i+1) + ".png"); javax.imageio.ImageIO.write(img, "png", out); out.close(); It works fine except that all Chinese words are converted to some squares.The png image I got is like following image: Then how can I fix this?Thanks in advance!

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  • Did I find a bug in WriteableBitmap when using string literals

    - by liserdarts
    For performance reasons I'm converting a large list of images into a single image. This code does exactly what I want. Private Function FlattenControl(Control As UIElement) As Image Control.Measure(New Size(1000, 1000)) Control.Arrange(New Rect(0, 0, 1000, 1000)) Dim ImgSource As New Imaging.WriteableBitmap(1000, 1000) ImgSource.Render(Control, New TranslateTransform) ImgSource.Invalidate Dim Img As New Image Img.Source = ImgSource Return Img End Function I can add all the images into a canvas pass the canvas to this function and I get back one image. My code to load all the images looks like this. Public Function BuildTextures(Layer As GLEED2D.Layer) As FrameworkElement Dim Container As New Canvas For Each Item In Layer.Items If TypeOf Item Is GLEED2D.TextureItem Then Dim Texture = CType(Item, GLEED2D.TextureItem) Dim Url As New Uri(Texture.texture_filename, UriKind.Relative) Dim Img As New Image Img.Source = New Imaging.BitmapImage(Url) Container.Children.Add(Img) End If Next Return FlattenControl(Container) End Function The GLEED2D.Layer and GLEED2D.TextureItem classes are from the free level editor GLEED2D (http://www.gleed2d.de/). The texture_filename on every TextureItem is "Images/tree_clipart_pine_tree.png" This works just fine, but it's just a proof of concept. What I really need to do (among other things) is have the path to the image hard coded. If I replace Texture.texture_filename in the code above with the string literal "Images/tree_clipart_pine_tree.png" the images do not appear in the final merged image. I can add a breakpoint and see that the WriteableBitmap has all of it's pixels as 0 after the call to Invalidate. I have no idea how this could cause any sort of difference, but it gets stranger. If I remove the call to FlattenControl and just return the Canvas instead, the images are visible. It's only when I use the string literal with the WriableBitmap that the images do not appear. I promise you that the value in the texture_filename property is exactly "Images/tree_clipart_pine_tree.png". I'm using Silverlight 3 and I've also reproduced this in Silverlight 4. Any ideas?

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  • iPhone SDK - UITabBarConroller and custom design

    - by Cheryl
    Hi I am having a problem with my tab bars at the bottom of the screen. The designer has decided it should be one colour (not black) when inactive and another colour when active. I have worked out how to replace the main colour of the tabbar by subclassing UITabBarController and doing this:- - (void)viewDidLoad { [super viewDidLoad]; CGRect frame = CGRectMake(0.0, 0, self.view.bounds.size.width, self.view.bounds.size.height); UIView *v = [[UIView alloc] initWithFrame:frame]; //get percentage values from digitalcolour meter and enter as decimals v.backgroundColor = [UIColor colorWithRed:.0 green:.706 blue:.863 alpha:1]; [tabBar1 insertSubview:v atIndex:0]; [v release]; } I just can't see how to make the active tabbar be a separate colour when it is selected. I have tried subclassing UITabBarItem but there doesn't seem to be any property for me to set to change the background colour of the tab. They also want to have the icons on the tab bar not be blue and grey and I can't figure out how to do that. In the ViewController for one tab bar item I have put this into viewdidload:- myTabBarItem *tabItem = [[myTabBarItem alloc] initWithTitle:@"listOOO" image:[UIImage imageNamed:@"starcopy.png"] tag:1]; tabItem.customHighlightedImage=[UIImage imageNamed:@"starcopy.png"]; self.tabBarItem=tabItem; [tabItem release]; tabItem=nil; and in my subclass of UITabBarItem I have put this:- -(UIImage *) selectedImage{ return self.customHighlightedImage; } Only I don't see the icon at all. If I put this into the viewDidLoad of my subclass of UITabBarController:- for (UITabBarItem *item in tabBar1.items){ item.image = [UIImage imageNamed:@"starcopy.png"]; } Then all my tab bars have the icon but they are blue (and grey when inactive) how would I get them not to become blue but stay their original colour? If you have any light on this problem please help as I have been banking my head on the wall for 2 days now and it's getting me down. Thanks in advance Cheryl

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  • CSS animated menu

    - by Andrea
    I am trying to obtain something similar to the "share this on..." menu here but I don't quite understand how they are doing this, even after a look at their CSS. I refer to the fact that the images show up on hover. My first attempt would be something like <div id="share_on"> <ul> <li><a href="#"><img src="shareon-digg.png" /></a></li> <li><a href="#"><img src="shareon-reddit.png" /></a></li> ... <li><a href="#"><img src="shareon-stumbleupon.png" /></a></li> </ul> </div> and the CSS: #share_on {overflow: hidden} #share_on ul {margin-bottom: -16px} #share_on li {display: inline} #share_on li:hover {margin-top: -16px} Of course this does not work, which is why I am asking here. In the inactive state, only half of the icon shows up, which is the expected behaviour. But on hover, nothing changes. I also have tried some variations, like #share_on li:hover {margin-bottom: 16px} or #share_on li:hover {padding-bottom: 16px} but none of these works. Any ideas?

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  • How i zoom perticular part of UIScrollView?

    - by Rajendra Bhole
    HI, I develop an application in which i want to implement the splash screen, on that splash screen i want to bind the scrollView and UIImage. My code as follow, -(void)splashAnimation{ window = [[UIWindow alloc] initWithFrame:CGRectMake(0, 0, 320, 420)]; //scrollView = [[UIScrollView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; scrollView = [[UIScrollView alloc] initWithFrame:[window bounds]]; scrollView.pagingEnabled = NO; scrollView.bounces = NO; UIImage *image = [UIImage imageNamed:@"splash.png"]; UIImageView *imageView = [[UIImageView alloc] initWithImage:image]; imageView.userInteractionEnabled = NO; [scrollView addSubview:imageView]; [scrollView setDelegate:self]; //[scrollView release]; } - (void)applicationDidFinishLaunching:(UIApplication *)application { [self splashAnimation]; [self initControllers]; [window addSubview:[mainTabBarController view]]; [window makeKeyAndVisible]; } On my given code the one blank window comes up and stay on. I want to on that blank screen bind my splash.png. *The Above problem is solved* My current code is scrollView.pagingEnabled = NO; scrollView.bounces = NO; UIImage *image = [UIImage imageNamed:@"splash.png"]; UIImageView *imageView = [[UIImageView alloc] initWithImage:image]; imageView.userInteractionEnabled = NO; [scrollView addSubview:imageView]; scrollView.maximumZoomScale = 4.0f; scrollView.minimumZoomScale = 1.0f; CGRect rect = CGRectMake(119, 42, 208, 166); [scrollView zoomToRect:rect animated:YES]; [scrollView setDelegate:self]; [window addSubview:scrollView]; [window makeKeyAndVisible]; i want to zoom the particular part of scrollView.

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  • Can GWT image sprites using ImageBundle be made to work in IE7 and IE6?

    - by aem
    I'm trying to use a ClientBundle in my GWT application to make multiple images get sent as a single file. I declare the bundle like so: public interface MyResources extends ClientBundle { public static final MyResources INSTANCE = GWT.create(MyResources.class); @Source("icon1.png") ImageResource icon1(); @Source("icon2.png") ImageResource icon2(); } This works great in Firefox and IE8, but in IE7 (and earlier) the whole sprite shows up in place of one of my original images - that is, icon1 is next to icon2 next to icon3, and so on. In IE8's developer tools using IE8-as-IE7 mode or Compatibility View, I can see that it's showing an image with a file name like 26BEFD2399A92A5DDA54277BA550C75B.cache.png, which is what I'd expect. So is there any way to make GWT image sprites work in IE7 and lower? If not, is there any way to gracefully degrade so users of other browsers get the speedup of spriting and IE7 and IE6 users get something that looks right but is slower? Edit: The Client Bundle Developer's Guide has a discussion of using ClientBundle and @sprite, and says "Support for IE6 isn't feasible in this format, because structural changes to the DOM are necessary to implement a "windowing" effect. Once it's possible to distinguish ie6 and ie7 in user.agent, we could revisit support for ie6. In the current implementation, the ie6 code won't render correctly, although is a purely cosmetic issue." Is this what's going on in my case, and is there a way to work around it? Showing all the images is "purely a cosmetic issue", but it's a pretty severe one.

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  • NinePatchDrawable from Drawable.createFromPath or FileInputStream

    - by Tim H
    I cannot get a nine patch drawable to work (i.e. it is stretching the nine patch image) when loading from either Drawable.createFromPath or from a number of other methods using an InputStream. Loading the same nine patch works fine when loading from when resources. Here's the methods I am trying: Button b = (Button) findViewById(R.id.Button01); Drawable d = null; //From Resources (WORKS!) d = getResources().getDrawable(R.drawable.test); //From Raw Resources (Doesn't Work) InputStream is = getResources().openRawResource(R.raw.test); d = Drawable.createFromStream(is, null); //From Assets (Doesn't Work) try { InputStream is = getResources().getAssets().open("test.9.png"); d = Drawable.createFromStream(is, null); } catch (Exception e) {e.printStackTrace();} //From FileInputStream (Doesn't Work) try { FileInputStream is = openFileInput("test.9.png"); d = Drawable.createFromStream(is, null); } catch (Exception e) {e.printStackTrace();} //From File path (Doesn't Work) d = Drawable.createFromPath(getFilesDir() + "/test.9.png"); if (d != null) b.setBackgroundDrawable(d);

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  • IE6 background-position(?) issue

    - by turezky
    I apply to stackoverflow as my last resort. I got this ie6 bug while using the image at the background of the link. It seems that ie6 scrolls the background. How can I avoid it? At some width it shows like this: And at some other it shows like that: IE7 & FF show this just like I expect: The links are placed inside the div which is floating to the right. <a href="/tr" class="menuLink" style="background-image:url(/img/tr.png);">TR</a> <a href="/eng" class="menuLink" style="background-image:url(/img/eng.png); margin-right:30px;">ENG</a> <a href="/logout" class="menuLink" style="background-image:url(/img/logout.png);"><?=$ui["exit"];?></a> .menuLink { font-family:"Tahoma"; font-size:11px; color:#003300; text-decoration:underline; font-weight: bold; background-position:0% 50%; background-repeat:no-repeat; } .menuLink:hover { font-size:11px; color:#047307; text-decoration:underline; font-weight: bold; } Any hints how can I avoid this?

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  • Faster image loading

    - by nemiss
    I want to display about 5-8 images on my page, one by one, but I would like them to pre-load one and not loading them each time i switch to anohter image. I have seen some examples where they have all images (hidden) on the page something like: <a href=""><img id="img1" src="images/image1.png" class="image" alt="" /></a> <a href=""><img id="img2" src="images/image1.png" class="image" alt="" /></a> <a href=""><img id="img3" src="images/image1.png" class="image" alt="" /></a> And the unhide the current image. And what I have is one image that i change it's src attribute for path for new images from th array. SwitchNextImage: function(){ var theimg=document.getElementById("imgContainer"); this.currentIndex = this.currentIndex+ 1 == this.totalImageCount ? 0 : this.currentIndex + 1; theimg.src=this.slideimages[this.currentIndex].src; } The first method is obviously faster loading. But requies static links. My questions is how can I make my method more faster loading?

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  • Scrolling down to next element via keypress & scrollTo plugin - jQuery

    - by lyrae
    I am using jQuery's scrollTo plugin to scroll up and down my page, using UP arrow and DOWN arrow. i have a bunch of div with class "screen", as so: <div class="screen-wrapper">...</div> What I am trying to do is, when i press UP or DOWN, the window scrolls to the next, or previous div with class of "screen". I have the keypresses taken care of. According to the plugin docs, to scroll a window, you use $.scrollTo(...); Here's the code I have: $(document).keypress(function(e){ switch (e.keyCode) { case 40: // down n = $('.screen-wrapper').next() $.scrollTo( n, 800 ); break; case 38: // up break; case 37: // left break; case 39: // right break; } }); And if it helps, here's the HTML div. I have a few of these on the page, and essentially, am trying to scroll to next one by pressing down arrow: <div class='screen-wrapper'> <div class='screen'> <div class="sections"> <ul> <li><img src="images/portfolio/sushii-1.png " /></li> <li><img src="images/portfolio/sushii-2.png" /></li> <li><img src="images/portfolio/sushii-3.png" /></li> </ul> </div> <div class="next"></div> <div class="prev"></div> </div> And also if it needed, I can provide a link where this is being used if it'll help someone get a better idea. edit And, i forgot to mention what the real question here is. The question/problem is that it won't scroll down past the first element, as seth mentioned.

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  • SoundManager / Jquery : Get SoundID sID

    - by j-man86
    So I am trying to access a jquery soundmanager variable from one script (wpaudio.js – from the wp-audio plugin) inside of another (init.js – my own javascript). I am creating an alternate pause/play button higher up on the page and need to resume the current soundID, which is contained as part of a class name in the DOM. Here is the code that creates that class name in wpaudio.js: function wpaButtonCheck() { if (!this.playState || this.paused) jQuery('#' + this.sID + '_play').attr('src', wpa_url + '/wpa_play.png'); else jQuery('#' + this.sID + '_play').attr('src', wpa_url + '/wpa_pause.png'); } Here is the output: <img src="http://24.232.185.173/wordpress/wp-content/plugins/wpaudio-mp3-player/wpa_play.png" class="wpa_play" id="wpa0_play"> where wpa0 would be the sID of the sound I need. My current script in init.js is: $('.mixesSidebar #currentSong .playBtn').toggle(function() { soundManager.pauseAll(); $(this).addClass('paused'); }, function() { soundManager.resumeAll(); $(this).removeClass('paused'); }); I need to change resumeAll to "resume(this.sID)", but I need to somehow store the sID onclick and call it in the above function. Alternately, I think a regular expression that could get the class name of the current play button and either parse the string up to the "_play" or use a trim function to get rid of "_play"– but I'm not sure how to do this. Thanks for your help!

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  • Getting error: "This webpage is not available" for my chrome app's options page

    - by Don Rhummy
    My CRX had the proper html page options.html in it, the manifest declares it properly (it shows up as a link on the chrome://extensions page) but when I click that link, Chrome gives the error: This webpage is not available The webpage at chrome-extension://invalid/ might be temporarily down or it may have moved permanently to a new web address. It says "invalid" but the app runs perfectly well (all the content scripts run, the background created a database and saved to it). Why would it show as invalid? Why doesn't it have the extensions' id? Here's the manifest: { "manifest_version": 2, "name": "MyAPP", "description": "My App", "version": "0.0.0.32", "minimum_chrome_version": "27", "offline_enabled": true, "options_page": "options.html", "icons": { "16": "images/icon16.png", "48": "images/icon48.png", "128": "images/icon128.png" }, "app": { "background": { "scripts": [ "scripts/background.js" ] } }, "permissions": [ "unlimitedStorage", "fullscreen", { "fileSystem": [ "write" ] }, "background", "<all_urls>", "tabs" ] } Does it need to be declared in "web_accessible_resources"? Any idea what's wrong? Update Adding to "web_accessible_resources" does not fix the issue. I added everything on that page too. update 2 It looks like it might be a Chrome bug for packaged apps. When I remove the "app" section in the manifest, it works! This is a bug since the Chrome app documentation states that apps can have options pages: https://developer.chrome.com/apps/options.html

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  • sh: dot: command not found + doxygen + Lion

    - by Salil
    MacOS version : 10.7.2 ( lion ) Doxygen version : 1.7.5.1 Graphviz version : 2.29 Doxygen configuration - DOT_PATH = ../../../../Applications/Contents/MacOS/Graphviz HAVE_DOT = YES SHORT_NAMES = YES From the log console - First line it gives a warning - warning: the dot tool could not be found at ../../../../Applications/Contents/MacOS/Graphviz - I have tried various combinations but the warning does not go , although it generates the images. Generating dot graphs using 9 parallel threads... Running dot for graph 1/68 sh: dot: command not found Problems running dot: exit code=127, command='dot', arguments='"/Users/salilk/Documents/project/DoxygenDocs/html/a00033.dot" -Tpng -o "/Users/salilk/Documents/project/DoxygenDocs/html/a00033.png"' In the html directory the .dot files have been generated but no .png. Now if I execute the same command from the Terminal the .png file gets generated and is displayed in its .html file. Another error from the console is - error: problems opening map file /Users/salilk/Documents/A2O Collaborate/DoxygenDocs/html/a00032.map for inclusion in the docs! If you installed Graphviz/dot after a previous failing run, try deleting the output directory and rerun doxygen. - Is this related to the above problem ? I have used Doxygen before on a Windows machine and didn't have these errors , do we need to do any configurations specific for Mac ? - Salil.

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  • Centering a div block without the width

    - by Vinicius
    Hi, I have a problem when I try to center the div block "products" because I don't know in advance the div width. Anybody have a solution? Update: The problem I have is I don't know how many products I'll display, I can have 1, 2 or 3 products, I can center them if it was a fixed number as I'd know the width of the parent div, I just don't know how to do it when the content is dynamic. <style> .product_container { text-align: center; height: 150px; } .products { height: 140px; text-align: center; margin: 0 auto; clear: ccc both; } .price { margin: 6px 2px; width: 137px; color: #666; font-size: 14pt; font-style: normal; border: 1px solid #CCC; background-color: #EFEFEF; } </style> <div class="product_container"> <div class="products" id="products"> <div id="product_15"> <img src="/images/ecommerce/card_default.png"> <div class="price">R$ 0,01</div> </div> <div id="product_15"> <img src="/images/ecommerce/card_default.png"> <div class="price">R$ 0,01</div> </div> <div id="product_15"> <img src="/images/ecommerce/card_default.png"> <div class="price">R$ 0,01</div> </div> </div> </div>

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  • jQuery working in everything but IE7. (checked my commas)

    - by deadlyhifi
    The following code works in IE8, FF, Safari, Chrome etc. (not bothering with IE6 for this one), but doesn't work in IE7. I've been through the code with a fine tooth-comb. Checked the commas, messed around with ; but it's not going anywhere. I'm using the jQuery Validate and Uploadify scripts. Can anyone see the problem here? Thanks. <script type="text/javascript"> jQuery(document).ready(function($) { $("#validateform").validate({ errorClass: 'invalid', rules: { bike_url: { required: true, url: true } } }) $("#uploadify").uploadify({ 'uploader' : '<?php echo $url . '/wp-content/plugins/biketest/includes/uploadify/uploadify.swf'; ?>', 'script' : '<?php echo $url . '/wp-content/plugins/biketest/class/class.uploadify.php'; ?>', 'folder' : '<?php echo $url . '/wp-content/plugins/biketest/uploads'; ?>', 'cancelImg' : '<?php echo $url . '/wp-content/plugins/biketest/includes/uploadify/cancel.png'; ?>', 'auto' : true, 'fileDesc' : '.jpg or .png files only please.', 'fileExt' : '*.jpg;*.jpeg;*.png;', 'sizeLimit' : '2097152', 'buttonText': 'Choose Image', 'scriptData': { 'random': '<?php $rand = rand(0, 999999); echo $rand ?>' }, 'onComplete': function(event, queueID, fileObj, response, data) { var image = '<?php echo $rand; ?>-' + ((fileObj.name).toLowerCase()).replace(' ', ''); setTimeout(function(){ $(".uploaded").attr('src', '<?php echo $url; ?>/wp-content/plugins/biketest/uploads/s-' + image); }, 500); $("[name=bike_img]").val(image); } }) }); </script>

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  • iphone - gesture not working on animated view

    - by Mike
    I have this animated view and a gesture assigned to it... [self.view setUserInteractionEnabled:YES]; UIImageView *sequence = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"frame0.png"]]; [sequence setUserInteractionEnabled:YES]; sequence.center = CGPointMake(centroX, centroY); NSMutableArray *array = [[NSMutableArray alloc] init] ; for (int i=0; i<30; i++) { UIImage *oneImage = [UIImage imageNamed:[NSString stringWithFormat:@"frame%d.png",i]]; [array addObject:oneImage]; } sequence.animationImages = array; sequence.animationDuration = 1.0; sequence.animationRepeatCount = 1; [self.view addSubview:sequence]; [sequence release]; sequence.startAnimating; sequence.image = [UIImage imageNamed:@"frame29.png"]; // doSomething never runs when I tap the image... why? UITapGestureRecognizer *singleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(doSomething)]; [singleTap setDelegate:self]; [singleTap setCancelsTouchesInView:NO]; [singleTap setDelaysTouchesEnded:NO]; [sequence addGestureRecognizer:singleTap]; [singleTap release]; The gesture is never called... why? I have no other gesture associated anywhere. thanks for any help.

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