Search Results

Search found 5156 results on 207 pages for 'png'.

Page 10/207 | < Previous Page | 6 7 8 9 10 11 12 13 14 15 16 17  | Next Page >

  • Default.png images and iPad.

    - by Leg10n
    I'm about to submit my first iPad app, and I have 2 questions regarding to Default.png images. I would prefer a "splash screen" showing some artwork of my app, instead of the UI as if it was loaded, the app is a bit heavy and I've seen the users dispair when the UI is apparently loaded but it's not working. Does anyone know if apple is accepting apps with "splash screens"? I want to provide a Default-X.png for every orientation, I've read the iPad programming guide, my question is, is "Default-LandscapeLeft" a Default image rotated 90 degrees clockwise, and "Default-LandscapeRight" rotated 90 degrees counter clockwise? I'm asking this because I don't have an iPad yet to test this on. Thank you a lot in advance.

    Read the article

  • Text to a PNG on App Engine (Python)

    - by Bemmu
    Note: I am cross-posting this from App Engine group because I got no answers there. As part of my site about Japan, I have a feature where the user can get a large PNG for use as desktop background that shows the user's name in Japanese. After switching my site hosting entirely to App Engine, I removed this particular feature because I could not find any way to render text to a PNG using the image API. In other words, how would you go about outputting an unicode string on top of an image of known dimensions (1024x768 for example), so that the text will be as large as possible horizontally, and centered vertically? Is there a way to do this is App Engine, or is there some external service besides App Engine that could make this easier for me, that you could recommend (besides running ImageMagick on your own server)?

    Read the article

  • SDL/Pygame failing to load PNG images with cx_Freeze

    - by jjackson
    I'm running Python 3.1 on Windows and I'm trying to distribute my Pygame script as an executable via cx_Freeze. Right now it seems to be working except that the exe build can't load any of my images: Cannot load image: C:\path\to\build\exe.win32-3.1\resources\image.png File is not a Windows BMP file Googling has revealed that this happens when the SDL imaging library doesn't get included correctly. However, SDL_image.dll and libpng12-0.dll are both put by cx_Freeze into my build directory, so it seems to me like everything should be fine. Why wouldn't it be able to load PNG images?

    Read the article

  • Compiling Ubuntu server: "libQtGui.so: undefined reference to png functions" errors

    - by Kowalikus
    I want to compile wkhtmltopdf on Ubuntu Server, but I have a problem with following errors: /usr/lib/libQtGui.so: undefined reference to `png_read_info@PNG12_0' /usr/lib/libQtGui.so: undefined reference to `png_set_gAMA@PNG12_0' /usr/lib/libQtGui.so: undefined reference to `png_set_PLTE@PNG12_0' ... /usr/lib/libQtGui.so: undefined reference to `png_create_info_struct@PNG12_0' /usr/lib/libQtGui.so: undefined reference to `png_set_bgr@PNG12_0' /usr/lib/libQtGui.so: undefined reference to `png_get_valid@PNG12_0' What can I do? in /usr/lib lrwxrwxrwx 1 17 2010-02-17 15:00 libQtGui.so -> libQtGui.so.4.5.2 lrwxrwxrwx 1 17 2010-02-17 14:59 libQtGui.so.4 -> libQtGui.so.4.5.2 lrwxrwxrwx 1 17 2010-02-17 14:59 libQtGui.so.4.5 -> libQtGui.so.4.5.2 -rw-r--r-- 1 10071604 2009-10-14 23:34 libQtGui.so.4.5.2

    Read the article

  • Compiling Ubuntu server: "libQtGui.so: undefined reference to png functions" errors

    - by Kowalikus
    I want to compile wkhtmltopdf on Ubuntu Server, but I have a problem with following errors: /usr/lib/libQtGui.so: undefined reference to `png_read_info@PNG12_0' /usr/lib/libQtGui.so: undefined reference to `png_set_gAMA@PNG12_0' /usr/lib/libQtGui.so: undefined reference to `png_set_PLTE@PNG12_0' ... /usr/lib/libQtGui.so: undefined reference to `png_create_info_struct@PNG12_0' /usr/lib/libQtGui.so: undefined reference to `png_set_bgr@PNG12_0' /usr/lib/libQtGui.so: undefined reference to `png_get_valid@PNG12_0' What can I do? in /usr/lib lrwxrwxrwx 1 17 2010-02-17 15:00 libQtGui.so -> libQtGui.so.4.5.2 lrwxrwxrwx 1 17 2010-02-17 14:59 libQtGui.so.4 -> libQtGui.so.4.5.2 lrwxrwxrwx 1 17 2010-02-17 14:59 libQtGui.so.4.5 -> libQtGui.so.4.5.2 -rw-r--r-- 1 10071604 2009-10-14 23:34 libQtGui.so.4.5.2

    Read the article

  • Flash CS4 compiler Error 1120 when embedding pngs into class instance variables.

    - by theolagendijk
    I have a Flash CS4 (Flash 9 ActionScript 3.0) project that compiles and runs perfectly on my machine. However it is part of a big batch of fla's that I want to compile on another (faster) machine. When I copy the project (the fla and all actionscripts and assets files) to the faster machine, it's Flash CS4 compiler gives me compiler error 1120 "Access of undefined property ButtonPause_PauseNormal". The property "PauseNormal" is an embedded png. The PNG is available. No transcoder errors. Here's the ActionScript for class "ButtonPause"; package nl.platipus.NissanESM.buttons { import flash.display.*; import flash.events.*; public class ButtonPause extends Sprite { [Embed(source="../../../../player/pause.png")] private var PauseNormal:Class; [Embed(source="../../../../player/pause_mo.png")] private var PauseMouseOver:Class; private var stateNormal:Bitmap; private var stateMouseOver:Bitmap; public function ButtonPause() { stateNormal = new PauseNormal(); stateNormal.width = 29; stateNormal.height = 14; stateNormal.alpha = 1; addChild(stateNormal); stateMouseOver = new PauseMouseOver(); stateMouseOver.width = 29; stateMouseOver.height = 14; stateMouseOver.alpha = 0; addChild(stateMouseOver); width = 29; height = 14; addEventListener(MouseEvent.MOUSE_OVER, handleMouseOver); addEventListener(MouseEvent.MOUSE_OUT, handleMouseOut ); } private function handleMouseOver(evt:MouseEvent):void { stateNormal.alpha = 0; stateMouseOver.alpha = 1; } private function handleMouseOut(evt:MouseEvent):void { stateNormal.alpha = 1; stateMouseOver.alpha = 0; } } } (Both machines run the exact same Flash CS4 Profesional Version 10.0.2 installation and both have the exact same publish settings and ActionScript 3.0 settings.) What's going on?

    Read the article

  • Image Resizing: Poor jpeg quality and black PNG backgrounds

    - by azz0r
    Hello, I have two issues with my class, basically the quality of the jpeg images is quite poor, but I'm not sure if thats down to my ratio resizing. Ideally I'd like this class to be strict with image sizes and crop into them, but I cant get my head around it. My main issue is that pngs always have a black bg, does anyone have experience with this happening? <?php class OpenSource_ImageResize { function __construct($theFile, $toWhere, $mime, $extension, $newWidth, $newHeight) { if ($mime == NULL) { $mime = getimagesize($theFile); $mime = $mime['mime']; } if ($mime == 'image/jpeg') { $size = getimagesize($theFile); if ($size[0] > $newWidth || $size[1] > $newHeight) { $sourceImage = imagecreatefromjpeg($theFile); } else { return copy($theFile, $toWhere); throw new exception('Could not create jpeg'); return false; } } else if ($mime == 'image/png') { $size = getimagesize($theFile); if ($size[0] > $newWidth || $size[1] > $newHeight) { $sourceImage = imagecreatefrompng($theFile); } else { return copy($theFile, $toWhere); //throw new exception('Could not create png'); return false; } } else if ($mime == 'image/gif') { $size = getimagesize($theFile); if ($size[0] > $newWidth || $size[1] > $newHeight) { $sourceImage = imagecreatefromgif ($theFile); } else { return copy($theFile, $toWhere); //throw new exception('Could not create gif'); return false; } } else { throw new exception('Not a valid mime type'); return false; } $oldX = imageSX($sourceImage); $oldY = imageSY($sourceImage); if ($newWidth == NULL) { $thumbHeight = $newHeight; $thumbWidth = round($newHeight/($oldY/$oldX)); } else if ($oldX > $oldY) { $thumbWidth = $newWidth; $thumbHeight = $oldY * ($newHeight/$oldX); } if ($oldX < $oldY) { $thumbWidth = round($newHeight/($oldY/$oldX)); $thumbHeight = $newHeight; } if ($oldX == $oldY) { $thumbWidth = $newWidth; $thumbHeight = $newHeight; } if (!gd_info()) { $dstImage = ImageCreate($thumbWidth, $thumbHeight); imagecopyresized($dstImage, $sourceImage, 0, 0, 0, 0, $thumbWidth, $thumbHeight, $oldX, $oldY); } else { $dstImage = ImageCreateTrueColor($thumbWidth, $thumbHeight); imagecopyresampled($dstImage, $sourceImage, 0, 0, 0, 0, $thumbWidth, $thumbHeight, $oldX, $oldY); } if ($mime == 'image/png') { $xparent = imagecolorresolvealpha($dstImage, 255,2,240, 0) ; imagecolortransparent($dstImage,$xparent); imagealphablending($dstImage,true); imagepng($dstImage, $toWhere); } else if ($mime == 'image/jpeg') { imagejpeg($dstImage, $toWhere); } else if ($mime == 'image/gif') { imagegif ($dstImage, $toWhere); } imagedestroy($dstImage); imagedestroy($sourceImage); return true; } }

    Read the article

  • How to set up offline manifest for a web app to run in Safari in iOS?

    - by ahmd1
    I'm currently trying to set up an offline.manifest file for my web app to be used offline on an iOS device. For testing purposes I have a very simple HTML page that I'm trying to add to a home screen. I'm testing it on a live iPhone 4, but after the page is added to the home screen and I put the iPhone in the airplane mode and try to start my web app I get this error: "Turn Off Airplane Mode or Use Wi-Fi to Access Data" and then if I click OK I get: "Cannot Open Web App Name" "Web App Name could not be opened because it is not connected to the Internet" The following is added to the HTML file: <!DOCTYPE html> <html lang="en" manifest="scrts/offline.manifest"> and the offline.manifest is composed as such: CACHE MANIFEST ../pics/bkgnd_iphn_settings.png ../pics/mbl_btn_fb.png ../pics/mbl_btn_twt.png ../pics/icon_57_57_bg.png ../pics/icon_72_72_bg.png ../pics/icon_114_114_bg.png ../pics/icon_144_144_bg.png ../pics/splash_320_460_bg.png ../pics/splash_768_1004_bg.png ../pics/splash_1004_768_bg.png I got all instructions on composing it from here I also adjusted the .htaccess file to add this line: AddType text/cache-manifest .manifest Any idea what am I not doing right?

    Read the article

  • Help me to simplify my jQuery, it's growing huge and redundant!

    - by liquilife
    Hey all, I am no jQuery expert, but I'm learning. I'm using a bit (growing to a LOT) of jQuery to hide some images and show a single image when a thumb is clicked. While this bit of jQuery works, it's horribly inefficient but I am unsure of how to simplify this to something that works on more of a universal level. <script> $(document).ready(function () { // Changing the Materials $("a#shirtred").click(function () { $("#selectMaterials img").removeClass("visible"); $("img.selectShirtRed").addClass("visible"); }); $("a#shirtgrey").click(function () { $("#selectMaterials img").removeClass("visible"); $("img.selectShirtGrey").addClass("visible"); }); $("a#shirtgreen").click(function () { $("#selectMaterials img").removeClass("visible"); $("img.selectShirtGreen").addClass("visible"); }); $("a#shirtblue").click(function () { $("#selectMaterials img").removeClass("visible"); $("img.selectShirtBlue").addClass("visible"); }); // Changing the Collars $("a#collarred").click(function () { $("#selectCollar img").removeClass("visible"); $("img.selectCollarRed").addClass("visible"); }); $("a#collargrey").click(function () { $("#selectCollar img").removeClass("visible"); $("img.selectCollarGrey").addClass("visible"); }); $("a#collargreen").click(function () { $("#selectCollar img").removeClass("visible"); $("img.selectCollarGreen").addClass("visible"); }); $("a#collarblue").click(function () { $("#selectCollar img").removeClass("visible"); $("img.selectCollarBlue").addClass("visible"); }); // Changing the Cuffs $("a#cuffred").click(function () { $("#selectCuff img").removeClass("visible"); $("img.selectCuffRed").addClass("visible"); }); $("a#cuffgrey").click(function () { $("#selectCuff img").removeClass("visible"); $("img.selectCuffGrey").addClass("visible"); }); $("a#cuffblue").click(function () { $("#selectCuff img").removeClass("visible"); $("img.selectCuffBlue").addClass("visible"); }); $("a#cuffgreen").click(function () { $("#selectCuff img").removeClass("visible"); $("img.selectCuffGreen").addClass("visible"); }); // Changing the Pockets $("a#pocketred").click(function () { $("#selectPocket img").removeClass("visible"); $("img.selectPocketRed").addClass("visible"); }); $("a#pocketgrey").click(function () { $("#selectPocket img").removeClass("visible"); $("img.selectPocketGrey").addClass("visible"); }); $("a#pocketblue").click(function () { $("#selectPocket img").removeClass("visible"); $("img.selectPocketBlue").addClass("visible"); }); $("a#pocketgreen").click(function () { $("#selectPocket img").removeClass("visible"); $("img.selectPocketGreen").addClass("visible"); }); }); </scrip> <!-- Thumbnails which can be clicked on to toggle the larger preview image --> <div class="materials"> <a href="javascript:;" id="shirtgrey"><img src="/grey_shirt.png" height="122" width="122" /></a> <a href="javascript:;" id="shirtred"><img src="red_shirt.png" height="122" width="122" /></a> <a href="javascript:;" id="shirtblue"><img src="hblue_shirt.png" height="122" width="122" /></a> <a href="javascript:;" id="shirtgreen"><img src="green_shirt.png" height="122" width="122" /></a> </div> <div class="collars"> <a href="javascript:;" id="collargrey"><img src="grey_collar.png" height="122" width="122" /></a> <a href="javascript:;" id="collarred"><img src="red_collar.png" height="122" width="122" /></a> <a href="javascript:;" id="collarblue"><img src="blue_collar.png" height="122" width="122" /></a> <a href="javascript:;" id="collargreen"><img src="green_collar.png" height="122" width="122" /></a> </div> <div class="cuffs"> <a href="javascript:;" id="cuffgrey"><img src="grey_cuff.png" height="122" width="122" /></a> <a href="javascript:;" id="cuffred"><img src="red_cuff.png" height="122" width="122" /></a> <a href="javascript:;" id="cuffblue"><img src="blue_cuff.png" height="122" width="122" /></a> <a href="javascript:;" id="cuffgreen"><img src="/green_cuff.png" height="122" width="122" /></a> </div> <div class="pockets"> <a href="javascript:;" id="pocketgrey"><img src="grey_pocket.png" height="122" width="122" /></a> <a href="javascript:;" id="pocketred"><img src=".png" height="122" width="122" /></a> <a href="javascript:;" id="pocketblue"><img src="blue_pocket.png" height="122" width="122" /></a> <a href="javascript:;" id="pocketgreen"><img src="green_pocket.png" height="122" width="122" /></a> </div> <!-- The larger images where one from each set should be viewable at one time, triggered by the thumb clicked above --> <div class="selectionimg"> <div id="selectShirt"> <img src="grey_shirt.png" height="250" width="250" class="selectShirtGrey show" /> <img src="red_shirt.png" height="250" width="250" class="selectShirtRed hide" /> <img src="blue_shirt.png" height="250" width="250" class="selectShirtBlue hide" /> <img src="green_shirt.png" height="250" width="250" class="selectShirtGreen hide" /> </div> <div id="selectCollar"> <img src="grey_collar.png" height="250" width="250" class="selectCollarGrey show" /> <img src="red_collar.png" height="250" width="250" class="selectCollarRed hide" /> <img src="blue_collar.png" height="250" width="250" class="selectCollarBlue hide" /> <img src="green_collar.png" height="250" width="250" class="selectCollarGreen hide" /> </div> <div id="selectCuff"> <img src="grey_cuff.png" height="250" width="250" class="selectCuffGrey show" /> <img src="red_cuff.png" height="250" width="250" class="selectCuffRed hide" /> <img src="blue_cuff.png" height="250" width="250" class="selectCuffBlue hide" /> <img src="green_cuff.png" height="250" width="250" class="selectCuffGreen hide" /> </div> <div id="selectPocket"> <img src="grey_pocket.png" height="250" width="250" class="selectPocketGrey show" /> <img src="hred_pocket.png" height="250" width="250" class="selectPocketRed hide" /> <img src="blue_pocket.png" height="250" width="250" class="selectPocketBlue hide" /> <img src="green_pocket.png" height="250" width="250" class="selectPocketGreen hide" /> </div> </div>

    Read the article

  • Java3D: Problem with order of objects that have a transparent PNG texture

    - by Sebastian
    Hello! Today I tried to program a little fish tank with Java 3D. The fish tank rotates and fishes are placed in it. The fishes in the box are Java 3D Boxes with a PNG picture that has an alpha channel. Without activated transparency the order of the objects is correct. But when I enable it, some fishes in the back come to the front what looks really wrong. I tried NICEST, FASTEST and BLENDED as Transparency Options but I had no effort. Does someone know what the problem could be? Vector3f[] posf = new Vector3f[5]; posf[0] = new Vector3f(-0.22f, -0.1f, -0.2f); posf[1] = new Vector3f(-0.34f, 0.1f, 0.2f); posf[2] = new Vector3f(0.3f, -0.2f, 0.3f); Appearance fischapp = new Appearance(); fischapp.setTransparencyAttributes(new TransparencyAttributes(TransparencyAttributes.NICEST, 1f)); try { fischapp.setTexture(new TextureLoader(ImageIO.read(new File("nemo.png")), this).getTexture()); } catch(IOException exc) { System.out.println(exc.getMessage()); } for(int i = 0; i Thank you!

    Read the article

  • PDF to PNG Processor - Paperclip

    - by Josh Crowder
    I am trying to develop a system in which a user can upload a slideshow (pdf) and it'll export each slide as a png. After some digging around I came across a post on here that suggested using a processor. I've had a go, but I cant get the command to run, if it is running then I don't know what is happening because no errors are being shown. Any help would be appreciated! module Paperclip class Slides < Processor def initialize(file, options = {}, attachment = nill) super @file = file @instance = options[:instance] @current_format = File.extname(@file.path) @basename = File.basename(@file.path, @current_format) end def make dst = Tempfile.new( [ @basename, @format].compact.join(".")) dst.binmode command = <<-end_command -size 640x300 #{ File.expand_path(dst.path) } tester.png end_command begin success = Paperclip.run("convert", command.gsub(/\s+/, " "))) rescue PaperclipCommandLineError raise PaperclipError, "There was an error processing the thumbnail for #{@basename}" end end end end I think my problem is with the convert command... When I run that command by hand, it works but it doesn't give the details of each slide it just executes it. What I need to happen is once its made all the slides, pass back the data to a new model... or I know where all the slides are, but once I get to that point I'm not sure what todo.

    Read the article

  • Mod_rewrite with multiple variables

    - by Andrei
    Hello, I'm using a PHP script that dynamically generates transparent PNGs for use as CSS backgrounds from a query string that takes RGBa and HSLa values. The original script can be found here, I've only added HSLa support. Because background URLs with PHP query strings aren't very pretty, and because it seems to break the IE 6 transparent PNG hack, I thought of using mod_rewrite to allow the script to be called when a .png with this syntax is called : /assets/colors/h[0-360 value]_s[0-100 value]_l[0-100 value]_a[0-100 value].png which would be rewritten to : /assets/colors.php?h=[0-360 value]&s=[0-100 value]&l=[0-100 value]&a=[0-100 value] Here's the issues I'm encountering : passing multiple variables with mod_rewrite using an underscore as a delimiter I know this could be done by passing a single variable and then exploding it in the PHP script, however I would prefer it to be done by Apache. Thanks in advance and if anyone wants my HSLa enabled version of the script just ask. Anyway I recommend you check it out on it's author's website.

    Read the article

  • PHP GD issues with ImageCreateTrueColor and PNGs

    - by DrPheltRight
    I am resizing PNG images using the GD image library function ImageCopyResampled(). It all works fine, I can even keep alpha blending transparency with the use of ImageCreateTrueColor() rather than using ImageCreate() to create the resized image. The problem is, that if I use ImageCreateTrueColor() rather than ImageCreate() the file size of PNG files increases from something like 80kb to 150kb. If I use ImageCreate() the file size stays around the same size, but colors screw! So my question is, how can I retain alpha blending when resizing PNG images without increasing the file size? Oh and I am reducing the dimensions of the PNGs.

    Read the article

  • Download Canvas Image Png Chome/Safari

    - by user2639176
    Works in Firefox, and won't work in Safari, or Chrome. function loadimage() { var canvas = document.getElementById("canvas"); if (window.XMLHttpRequest) {// code for IE7+, Firefox, Chrome, Opera, Safari xmlhttp=new XMLHttpRequest(); xmlhttp2=new XMLHttpRequest(); } else {// code for IE6, IE5 xmlhttp=new ActiveXObject("Microsoft.XMLHTTP"); xmlhttp2=new ActiveXObject("Microsoft.XMLHTTP"); } xmlhttp.onreadystatechange=function() { if (xmlhttp.readyState==4 && xmlhttp.status==200) { rasterizeHTML.drawHTML(xmlhttp.responseText, canvas); var t=setTimeout(function(){copy()},3000) } } xmlhttp.open("GET","/sm/<?=$sm[0];?>",true); xmlhttp.send(); } function copy() { var canvas = document.getElementById("canvas"); var img = canvas.toDataURL("image/png"); document.getElementById('dl').href = img; document.getElementById('dl').innerHTML = "Download"; } Now I didn't write this, so I don't know too much javascript. But the script works in Firefox. In Chrome, getting: Uncaught Security Error: An attempt was made to break through the security policy of the user-agent. For toDataURL("image/png")

    Read the article

  • Animation or Video instead of Default.png (Iphone app)

    - by ludo
    hi, I saw in many application like Zara, Zara Home, D&G.. that instead of using the Default.png image for loading the application, they use a video instead. Did someone know how to do it? Did they manage to replace the Default image and put an animation instead or just load an animation in the ApplicationDidFinishLaunching Thanks,

    Read the article

  • importing .png image into flash CS3

    - by new
    While importing a .png file in Flash CS3, i noticed that it automatically gets resized. It gets imported smaller than its original size. Im importing it to the stage and not inside any symbol. Can anyone explain why this happens? Do i have to change any settings to get the original size as it is?

    Read the article

  • Convert PPT to PNG via python

    - by uswaretech
    I want to convert PPT to png, or other image formats using Python. This question has been asked on SO, but essentially recommends running OpenOffice in headless X server, which was an absolute pain last time I used it. (Mostly due to hard to replicate bugs due to OO crashing.) Is there any other way, (Hopefully using Linux CLI utilities only, and pure Python above them?)

    Read the article

  • IE7 Animation with PNG transparency

    - by Kenneth B
    Hi guys and gals I've made a jQuery animation, which fades through some logoes that all uses PNG transparency. In IE the transparency disappears. I've tried unitpngfix.js but it doesn't work. The site is: http://tinyurl.com/yc5wdpr Note: Try using Firefox to see the wanted effect. Can any of you, see what the problem is?

    Read the article

  • Emacs under Windows and PNG files

    - by Leo Alekseyev
    Would anyone have any pointers on getting PNG images to display in Emacs 23 under Win32?.. I have installed the gnuwin32 set of utilities, including libpng and zlib; C:\Program Files\GnuWin32\bin is in path. JPG files started working but not PNGs. I'd appreciate any hints on getting this to work.

    Read the article

< Previous Page | 6 7 8 9 10 11 12 13 14 15 16 17  | Next Page >