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  • Drupal Background Image as Block or Node

    - by Marcy Sutton
    Hi There. I am having trouble wrapping my head around how to make editable background images in my custom Drupal 6 theme. My client wants to have a different background image for each main section (which use multiple content types: page, blog, image gallery)... I am wondering, is there a way to make a custom content type into a dynamic background image block? I am using the Image, Image Cache, Views, CCK, Image Assist, Panels, Filefield, and Imagefield modules. What I'd like to do is add a background image field to various content types that allows a user to reference an image from the content library or upload a new image (similar to ImageAssist), and have it apply to a region in my template. Any suggestions on the best approach for this? Thank you!

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  • Powerpoint template image placeholders can't send to back

    - by Marcus
    We want to be able to set up a PowerPoint 2007 template with a picture frame image. We then want to insert an image in normal view which would appear behind the picture frame image that was put in the template (so it looks logically like a picture in a picture frame). Problem is, when we insert the image in normal view it always appears on top of the picture frame image. It appears that you can't send to back when the other elements are included in a template. Any ideas?

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  • SQL Server 2014 CTP1 now available for download as well as in Windows Azure Image Gallery

    - by SQLOS Team
    Exciting news - At TechEd Europe 2013 keynote today, we announced that SQL Server 2014 CTP1 is now available for download as well as in Windows Azure Image Gallery. Try it out now and give us feedback. http://www.microsoft.com/en-us/sqlserver/sql-server-2014.aspx http://europe.msteched.com/#fbid=bdRdsIPwIgn - Watch the Keynote again   thanks, Madhan     Originally posted at http://blogs.msdn.com/b/sqlosteam/

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  • Google Annotations Gallery

    The Google Annotations Gallery is an exciting new Java open source library that provides a rich set of annotations for developers to express themselves. Do you find the...

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  • New Samples on MSDN Code Gallery

    - by mattande
    (This post was contributed by John Burrows, Lead Program Manager for the MDS Team) A couple of new samples have been posted to the MSDN Code Gallery; two sample models that illustrate recursive and explicit cap hierarchies and a Visual Studio solution that contains an example of calling the Model Deployment API via code. Sample Models Employees The Employee sample model contains the employees of a fictitious Winery “Coho Winery” that has a legal structure in the form of three subsidiaries and an...(read more)

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  • Create a Gallery With Drupal and Thickbox

    Powerful features and special effects are not something that only big websites with plenty of cash to burn can afford. In fact, most of the neat design features you see nowdays are pretty easy to get right - some with practically no programming required. Let's look at how to create a basic image gallery using Drupal, Views and Thickbox.

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  • Enhance That! [Comic]

    - by Asian Angel
    Works perfectly every time, right? Note: You can view the full-size version at the link below if you have trouble reading any of the text… I hate it in espionage TV series when… [Manu Cornet - Bonkers World Blog] Secure Yourself by Using Two-Step Verification on These 16 Web Services How to Fix a Stuck Pixel on an LCD Monitor How to Factory Reset Your Android Phone or Tablet When It Won’t Boot

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  • Binding Image.Source to String in WPF ?

    - by Mohammad
    I have below XAML code : <Window x:Class="WpfApplication1.Window1" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" DataContext="{Binding RelativeSource={RelativeSource Self}}" WindowStartupLocation="CenterScreen" Title="Window1" Height="300" Width="300"> <Grid> <Image x:Name="TestImage" Source="{Binding Path=ImageSource}" /> </Grid> </Window> Also, there is a method that makes an Image from a Base64 string : Image Base64StringToImage(string base64ImageString) { try { byte[] b; b = Convert.FromBase64String(base64ImageString); MemoryStream ms = new System.IO.MemoryStream(b); System.Drawing.Image img = System.Drawing.Image.FromStream(ms); ////////////////////////////////////////////// //convert System.Drawing.Image to WPF image System.Drawing.Bitmap bmp = new System.Drawing.Bitmap(img); IntPtr hBitmap = bmp.GetHbitmap(); System.Windows.Media.ImageSource imageSource = System.Windows.Interop.Imaging.CreateBitmapSourceFromHBitmap(hBitmap, IntPtr.Zero, Int32Rect.Empty, BitmapSizeOptions.FromEmptyOptions()); Image wpfImage = new Image(); wpfImage.Source = imageSource; wpfImage.Width = wpfImage.Height = 16; ////////////////////////////////////////////// return wpfImage; } catch { Image img1 = new Image(); img1.Source = new BitmapImage(new Uri(@"/passwordManager;component/images/TreeView/empty-bookmark.png", UriKind.Relative)); img1.Width = img1.Height = 16; return img1; } } Now, I'm gonna bind TestImage to the output of Base64StringToImage method. I've used the following way : public string ImageSource { get; set; } ImageSource = Base64StringToImage("iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAMAAAAoLQ9TAAAABGdBTUEAAK/INwWK6QAAABl0RVh0U29mdHdhcmUAQWRvYmUgSW1hZ2VSZWFkeXHJZTwAAABjUExURXK45////6fT8PX6/bTZ8onE643F7Pf7/pDH7PP5/dns+b7e9MPh9Xq86NHo947G7Hm76NTp+PL4/bHY8ojD67rc85bK7b3e9MTh9dLo97vd8/D3/Hy96Xe76Nfr+H+/6f///1bvXooAAAAhdFJOU///////////////////////////////////////////AJ/B0CEAAACHSURBVHjaXI/ZFoMgEEMzLCqg1q37Yv//KxvAlh7zMuQeyAS8d8I2z8PT/AMDShWQfCYJHL0FmlcXSQTGi7NNLSMwR2BQaXE1IfAguPFx5UQmeqwEHSfviz7w0BIMyU86khBDZ8DLfWHOGPJahe66MKe/fIupXKst1VXxW/VgT/3utz99BBgA4P0So6hyl+QAAAAASUVORK5CYIII").Source.ToString(); but nothing happen. How can I fix it ? BTW, I'm dead sure that the base64 string is correct

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  • Resizing image algorithm in python

    - by hippocampus
    So, I'm learning my self python by this tutorial and I'm stuck with exercise number 13 which says: Write a function to uniformly shrink or enlarge an image. Your function should take an image along with a scaling factor. To shrink the image the scale factor should be between 0 and 1 to enlarge the image the scaling factor should be greater than 1. This is not meant as a question about PIL, but to ask which algorithm to use so I can code it myself. I've found some similar questions like this, but I dunno how to translate this into python. Any help would be appreciated. I've come to this: import image win = image.ImageWin() img = image.Image("cy.png") factor = 2 W = img.getWidth() H = img.getHeight() newW = int(W*factor) newH = int(H*factor) newImage = image.EmptyImage(newW, newH) for col in range(newW): for row in range(newH): p = img.getPixel(col,row) newImage.setPixel(col*factor,row*factor,p) newImage.draw(win) win.exitonclick() I should do this in a function, but this doesn't matter right now. Arguments for function would be (image, factor). You can try it on OP tutorial in ActiveCode. It makes a stretched image with empty columns :.

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  • Wait until image loads before performing function

    - by Steven
    I'm trying to create a simple portfolio page. I have a list of thumbs and an image. When you click on a thumb, the image will change. When a thumbnail is clicked, I'd like to have the image fade out, wait until the image is loaded, then fade back in. The problem I have right now is that some of the images are pretty big, so it fades out, then fades back in immediately, sometimes while the image is still loading. I'd like to avoid using setTimeout, since sometimes an image will load faster or slower than the time I set. Here's my code: $(function() { $('img#image').attr("src", $('ul#thumbs li:first img').attr("src")); $('ul#thumbs li img').click(function() { $('img#image').fadeOut(700); var src = $(this).attr("src"); $('img#image').attr("src", src); $('img#image').fadeIn(700); }); }); <img id="image" src="" alt="" /> <ul id="thumbs"> <li><img src="/images/thumb1.png" /></li> <li><img src="/images/thumb2.png" /></li> <li><img src="/images/thumb3.png" /></li> </ul>

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  • Display a diferent selector with each Galleria image

    - by Fernando
    I'm looking for a way to trigger for a different function on each individual image. I'm using the Galleria Jquery plugin and have it set up on my site. The problem is i want to display a div with information depending on which image is loaded. I can't figure out how to capture which image is displayed and how to create a condition based on it.

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  • jQuery - Wait until image loads before performing function

    - by Steven
    I'm trying to create a simple portfolio page. I have a list of thumbs and an image. When you click on a thumb, the image will change. When a thumbnail is clicked, I'd like to have the image fade out, wait until the image is loaded, then fade back in. The problem I have right now is that some of the images are pretty big, so it fades out, then fades back in immediately, sometimes while the image is still loading. I'd like to avoid using setTimeout, since sometimes an image will load faster or slower than the time I set. Here's my code: $(function() { $('img#image').attr("src", $('ul#thumbs li:first img').attr("src")); $('ul#thumbs li img').click(function() { $('img#image').fadeOut(700); var src = $(this).attr("src"); $('img#image').attr("src", src); $('img#image').fadeIn(700); }); }); <img id="image" src="" alt="" /> <ul id="thumbs"> <li><img src="/images/thumb1.png" /></li> <li><img src="/images/thumb2.png" /></li> <li><img src="/images/thumb3.png" /></li> </ul>

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  • Saving image to server with php

    - by salmon
    Hey i have the following script, basicaly a flash file sends it some data and it creates a image and then opens a save as dialog box for the user so that they can save the image to there system.Here the problem comes in, how would i go about also saving the image to my server? <?php $to = $_POST['to']; $from = $_POST['from']; $fname = $_POST['fname']; $send = $_POST['send']; $data = explode(",", $_POST['img']); $width = $_POST['width']; $height = $_POST['height']; $image=imagecreatetruecolor( $width ,$height ); $background = imagecolorallocate( $image ,0 , 0 , 0 ); //Copy pixels $i = 0; for($x=0; $x<=$width; $x++){ for($y=0; $y<=$height; $y++){ $int = hexdec($data[$i++]); $color = ImageColorAllocate ($image, 0xFF & ($int >> 0x10), 0xFF & ($int >> 0x8), 0xFF & $int); imagesetpixel ( $image , $x , $y , $color ); } } //Output image and clean #header("Content-Disposition: attachment; filename=test.jpg" ); header("Content-type: image/jpeg"); ImageJPEG( $image ); imagedestroy( $image ); ?> Help would be greatly appreciated!

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  • bmp image header doubts

    - by vikramtheone
    Hi Guys, I'm doing a project where I have to make use of the pixel information of a bmp image. So, I'm gathering the image information by reading the header information of the input .bmp image. I'm quite successful with everything but one thing bothers me, can any one here clarify it? The header information of my .bmp image is as follows (My test image is very tiny and gray scale)- BMP File header File size 1210 Offset information 1078 BMP Information header Image Header Size 40 Image Size 132 Image width 9 Image height 11 Image bits_p_p 8 So, from the .bmp header I see that the image size is 132 (bytes) but when I multiply the width and height it is only 99, how is such a thing possible? I'm confident with 132 bytes because when I subtract the Offset value with the File Size value, I get 132(1210 - 1078 = 132) and also when I manually count the number of bytes (In a HEX editor) from the point 1078 or 436h (End of the offset field), there are exactly 132 bytes of pixel information. So, why is there a disparity between the size filed and the (width x height)? My future implementations are dependent on the image width and height information and not on Image size information. So, I have to understand thoroughly whats going on here. My understanding of the header should be clearly wrong... I guess!!! Help!!! Regards Vikram My bmp structures are a as follows - typedef struct bmpfile_magic { short magic; }BMP_MAGIC_NUMBER; typedef struct bmpfile_header { uint32_t filesz; uint16_t creator1; uint16_t creator2; uint32_t bmp_offset; }BMP_FILE_HEADER; typedef struct { uint32_t header_sz; uint32_t width; uint32_t height; uint16_t nplanes; uint16_t bitspp; uint32_t compress_type; uint32_t bmp_bytesz; uint32_t hres; uint32_t vres; uint32_t ncolors; uint32_t nimpcolors; } BMP_INFO_HEADER;

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  • use jQuery to get 'true size' of image without removing the class

    - by jon3laze
    I am using Jcrop on an image that is resized with css for uniformity. JS <script type="text/javascript"> $(window).load(function() { //invoke Jcrop API and set options var api = $.Jcrop('#image', { onSelect: storeCoords, trueSize: [w, h] }); api.disable(); //disable until ready to use //enable the Jcrop on crop button click $('#crop').click(function() { api.enable(); }); }); function storeCoords(c) { $('#X').val(c.x); $('#Y').val(c.y); $('#W').val(c.w); $('#H').val(c.h); }; </script> HTML <body> <img src="/path/to/image.jpg" id="image" class="img_class" alt="" /> <br /> <span id="crop" class="button">Crop Photo</span> <span id="#X" class="hidden"></span> <span id="#Y" class="hidden"></span> <span id="#W" class="hidden"></span> <span id="#H" class="hidden"></span> </body> CSS body { font-size: 13px; width: 500px; height: 500px; } .image { width: 200px; height: 300px; } .hidden { display: none; } I need to set the h and w variables to the size of the actual image. I tried using the .clone() manipulator to make a copy of the image and then remove the class from the clone to get the sizing but it sets the variables to zeros. var pic = $('#image').clone(); pic.removeClass('image'); var h = pic.height(); var w = pic.width(); It works if I append the image to an element in the page, but these are larger images and I would prefer not to be loading them as hidden images if there is a better way to do this. Also removing the class, setting the variables, and then re-adding the class was producing sporadic results. I was hoping for something along the lines of: $('#image').removeClass('image', function() { h = $(this).height(); w = $(this).width(); }).addClass('image'); But the removeClass function doesn't work like that :P

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  • How to display part of an image for the specific width and height?

    - by Brady Chu
    Recently I participated in a web project which has a huge large of images to handle and display on web page, we know that the width and height of images end users uploaded cannot be control easily and then they are hard to display. At first, I attempted to zoom in/out the images to rearch an appropriate presentation, and I made it, but my boss is still not satisfied with my solution, the following is my way: var autoResizeImage = function(maxWidth, maxHeight, objImg) { var img = new Image(); img.src = objImg.src; img.onload = function() { var hRatio; var wRatio; var Ratio = 1; var w = img.width; var h = img.height; wRatio = maxWidth / w; hRatio = maxHeight / h; if (maxWidth == 0 && maxHeight == 0) { Ratio = 1; } else if (maxWidth == 0) { if (hRatio < 1) { Ratio = hRatio; } } else if (maxHeight == 0) { if (wRatio < 1) { Ratio = wRatio; } } else if (wRatio < 1 || hRatio < 1) { Ratio = (wRatio <= hRatio ? wRatio : hRatio); } if (Ratio < 1) { w = w * Ratio; h = h * Ratio; } w = w <= 0 ? 250 : w; h = h <= 0 ? 370 : h; objImg.height = h; objImg.width = w; }; }; This way is only intended to limit the max width and height for the image so that every image in album still has different width and height which are still very urgly. And right at this minute, I know we can create a DIV and use the image as its background image, this way is too complicated and not direct I don't want to take. So I's wondering whether there is a better way to display images with the fixed width and height without presentation distortion? Thanks.

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  • How to get the height of an Image in Silverlight?

    - by Edward Tanguay
    I have this code in Silverlight: Image image = new Image(); BitmapImage bitmapImage= TheDatasourceManager.GetBitmapImage("blackPencil"); image.Source = bitmapImage; image.Stretch = Stretch.None; image.HorizontalAlignment = HorizontalAlignment.Left; image.VerticalAlignment = VerticalAlignment.Top; image.Margin = new Thickness(88, 88, 0, 0); grid.Children.Add(image); Now I want to find out the height of the image. in WPF I can get it with image.Source.Height but this is not available in Silverlight bitmapImage.Height doesn't exist either when I debug and examine the image object, I eventually get to PixelHeight which has an accurate height, but I can't seem to access it I find image.ActualHeight but it is 0. How can I get the height of the image?

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  • jquery image slider with image strip darggin

    - by mehul9595
    Hi, I want to create a image strip slider using jquery. I have used jcarousel plugin for my image gallery and light box plugin to get preview of selected image. Now, my task is when any of the image is selected i can drag to either side. i.e I can select the image and drag to any direction within that image container. If any one can help me on this??? Thanks

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  • using i18n characters in url of image tag does not display the image

    - by user363171
    I am using the image tag as the path /data/image/image.txt does exists. and it displays the image also. but when i introduce some i18n characters in the path lets say it says 404 error image not found, but the path /data/image??/image.txt does exists, please help me to find the solution for this? I used the firebug also to see whether the characters are decoded properly or not, in firebug I am able to see the correct characters they are not changed, still it is not able to pick the image. thanks a lot in advance. Note: I am using tag because it was not allowing me to write the img tab in the post, and i have changed the jif ext to txt. please consider this.

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  • Is creating a separate pool for each individual image created from a png appropriate?

    - by Panzercrisis
    I'm still possibly a little green about object-pooling, and I want to make sure something like this is a sound design pattern before really embarking upon it. Take the following code (which uses the Starling framework in ActionScript 3): [Embed(source = "/../assets/images/game/misc/red_door.png")] private const RED_DOOR:Class; private const RED_DOOR_TEXTURE:Texture = Texture.fromBitmap(new RED_DOOR()); private const m_vRedDoorPool:Vector.<Image> = new Vector.<Image>(50, true); . . . public function produceRedDoor():Image { // get a Red Door image } public function retireRedDoor(pImage:Image):void { // retire a Red Door Image } Except that there are four colors: red, green, blue, and yellow. So now we have a separate pool for each color, a separate produce function for each color, and a separate retire function for each color. Additionally there are several items in the game that follow this 4-color pattern, so for each of them, we have four pools, four produce functions, and four retire functions. There are more colors involved in the images themselves than just their predominant one, so trying to throw all the doors, for instance, in a single pool, and then changing their color properties around isn't going to work. Also the nonexistence of the static keyword is due to its slowness in AS3. Is this the right way to do things?

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  • Is creating a separate pool for each individual png image in the same class appropriate?

    - by Panzercrisis
    I'm still possibly a little green about object-pooling, and I want to make sure something like this is a sound design pattern before really embarking upon it. Take the following code (which uses the Starling framework in ActionScript 3): [Embed(source = "/../assets/images/game/misc/red_door.png")] private const RED_DOOR:Class; private const RED_DOOR_TEXTURE:Texture = Texture.fromBitmap(new RED_DOOR()); private const m_vRedDoorPool:Vector.<Image> = new Vector.<Image>(50, true); . . . public function produceRedDoor():Image { // get a Red Door image } public function retireRedDoor(pImage:Image):void { // retire a Red Door Image } Except that there are four colors: red, green, blue, and yellow. So now we have a separate pool for each color, a separate produce function for each color, and a separate retire function for each color. Additionally there are several items in the game that follow this 4-color pattern, so for each of them, we have four pools, four produce functions, and four retire functions. There are more colors involved in the images themselves than just their predominant one, so trying to throw all the doors, for instance, in a single pool, and then changing their color properties around isn't going to work. Also the nonexistence of the static keyword is due to its slowness in AS3. Is this the right way to do things?

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