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  • mod_rewrite per-dir redirection returning a 400

    - by Eaterrust
    I moved my images directory to a different folder, and now I want to redirect all images requests from that folder to the new one. I do not have access to the main configuraion file, so I'm doing this in a .htaccess. I tried this, and it works:     RewriteCond %{REQUEST_URI} old_dir/.+.(jpg|png|gif)$     RewriteRule old_dir/(.+[^/]+..+)$ $1 [L,PT] But since they have permanently moved, I want to do a proper redirect, so I added the [R] flag, like this:      %{REQUEST_URI} old_dir/.+.(jpg|png|gif)$     RewriteRule old_dir/(.+[^/]+..+)$ $1 [L,PT,R] But the server gets confused, and returns a 400, so I looked at the log file, and this is what happens:     strip per-dir prefix: C:/wamp/www/natrazyle/old_dir/images/banner.jpg - old_dir/images/banner.jpg     applying pattern 'old_dir/(.+[^/]+..+)$' to uri 'old_dir/images/banner.jpg'     rewrite 'old_dir/images/banner.jpg' - 'images/banner.jpg'     add per-dir prefix: images/banner.jpg - C:/wamp/www/natrazyle/images/banner.jpg     explicitly forcing redirect with http://localhost/C:/wamp/www/natrazyle/images/banner.jpg As you can see, the full local path gets added after localhost I know I'm doing something wrong, I just can't figure it out myself. Any help would be greatly appreciated...

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  • NullPointerException when accessing image files in a .jar file

    - by user548240
    Hi, I have pretty much tried everything but still have this same problem. I have the following setup: I have a images.jar containing a folder called 'images' in which there are multiple image files. I add images.jar to the java build path of the project in eclipse, and i've been trying to use the following code to access the individual images in the jar: URL url = this.getClass().getResource("images/a.png"); ImageIcon icon = new ImageIcon (url); Unfortunately, the URL object is always NULL. I don't think this has anything to do with where I put images.jar file as it is added to the classpath in eclipse. I have also tried using the path '/images/a.png', but still the same problem. Any suggestion would be extremely welcome! Thanks.

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  • how can i set the background color of a particular button in iphone ?

    - by suchita
    for this I used btnName1 = [ColorfulButton buttonWithType:UIButtonTypeRoundedRect]; btnName1.frame=CGRectMake(45,146,220,40); [btnName1 setTitle:@"Continue" forState:UIControlStateNormal]; [btnName1 setTitleColor:[UIColor blackColor] forState:UIControlStateNormal]; [btnName1 setImage:[UIImage imageNamed:@"green.png"] forState:UIControlStateNormal]; UIImage *img =[UIImage imageWithContentsOfFile:[[NSBundle mainBundle]pathForResource:@"greenish" ofType:@"png"]]; UIImage *strechableImage = [img stretchableImageWithLeftCapWidth:12 topCapHeight:0]; [btnName1 setBackgroundImage:strechableImage forState:UIControlStateNormal]; [btnName1 setNeedsDisplay]; [InfoView addSubview:btnName1]; it's correctly working on iphone simulator but not on ipod(color not show in ipod)

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  • how to increase the storage space in Android emulator? (Installation error: INSTALL_FAILED_INSUFFICI

    - by newgeek
    Hi, I am creating an Android application. My Application has audio and png files which i have saved in res/drawable folder. When i run the app , its giving error Installation error: INSTALL_FAILED_INSUFFICIENT_STORAGE and in the logcat it says - ERROR/PackageManager(54): Couldn't copy package file to temp file. I tried creating new avd also.But i am getting the same error. I want all those png and audio files. I dont want to store them in sdcard. Please Suggest me how to solve this problem. Thanks in Advance

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  • fullscreen map not displayed correctly

    - by user1747168
    I want the map to be opened on full-screen. I've tried this: <div class="b-firm-map-content" id="map"></div> <a href="#" onclick="test2();return false;" >full screen</a> function test2(){ var width = $(window).width()-3; var height = $(window).height(); $('#map').css({ 'width': width, 'height': height - 40 , 'position': 'absolute ', 'z-index' : '900' }); } but it result in: http://pixs.ru/showimage/Snimokpng_5811285_6065704.png http://pixs.ru/showimage/Snimok1png_4265065_6065745.png My map not completely displayed.

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  • Understanding a lighttpd.conf file?

    - by AP257
    Hi all, I've been given a lighttpd.conf that someone else wrote and need help working out how to serve it. I'm 90% of the way there but stuck... The index.html page appears, but links and CSS files don't point to the right place. To clarify, the links and CSS files are all pointing to a 'file:///' URL. So styles.css in the HTML header points to file:///html/styles.css, whereas it should be going to http://url.com/styles.css Maybe url.rewrite or url.redirect isn't working properly? server.document-root = "~/html" server.port = 28001 mimetype.assign = ( ".html" => "text/html", ".txt" => "text/plain", ".jpg" => "image/jpeg", ".png" => "image/png" ) url.rewrite = ( "^(.*)/($|\?.*)" => "$1/index.html", "^(.*)/([^.?]+)($|\?.*)$" => "$1/$2.html" ) $HTTP["scheme"] == "http" { url.redirect = ( "^/platform/index.html$" => "/platform", "^/about/company.html$" => "/about/company",, ) }

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  • Css and different size of monitor?

    - by studdler
    Hi, I am doing a website (WIP). I encountered some css problems, hope you guys can help me. My current situation: I have am image, lets called it "bg.png" with the width about 2500px, and at the center of the background image has my logo. My website should target all size (from small 800 x 600 to 2400 x XXX) users. My problems How do I centralize the background image(bg.png), so that the logo always positioned in the centered(horizontally) of different size of monitors screen?

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  • jQuery: Toggling an image when toggling a DIV

    - by Wanda
    Hey guys, I'm trying to write some jQuery that will toggle DIVs open and closed, and it's working, but I want an arrow that will change to "down" if the DIV is expanded, and "right" if the DIV is collapsed. What I have so far: $('.toggleHead').click(function() { $('#arrow').attr('src', 'images/icons/down.png'); $(this).next().toggle(); return false; }).next().hide(); Where would I put the other $('#arrow').attr('src', 'images/icons/right.png');? Thanks!

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  • Checking for multiple images loaded

    - by Stanni
    Hi, I'm using the canvas feature of html5. I've got some images to draw on the canvas and I need to check that they have all loaded before I can use them. I have declared them inside an array, I need a way of checking if they have all loaded at the same time but I am not sure how to do this. Here is my code: var color = new Array(); color[0] = new Image(); color[0].src = "green.png"; color[1] = new Image(); color[1].src = "blue.png"; Currently to check if the images have loaded, I would have to do it one by one like so: color[0].onload = function(){ //code here } color[1].onload = function(){ //code here } If I had a lot more images, Which I will later in in development, This would be a really inefficient way of checking them all. How would I check them all at the same time?

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  • Set the thumbImage and watch the slider-bar disappear?

    - by Roberta
    [sld1 setThumbImage:[UIImage imageNamed:@"Blue.png"] forState:UIControlStateHighlighted]; [sld1 setThumbImage:[UIImage imageNamed:@"Blue.png"] forState:UIControlStateNormal ]; Would that cause the slider-bar image to disappear? Mine are all gone. (The thumb-image displays just fine.) Apple's docs make it sounds like I can use any ONE of above 2 lines of code. (But I guess I really need both.) And I can't find anything about "you must always do all 4": Set the normal-state image. Set the highlighted-state image. Set the setMinimumTrackImage. Set the setMaximumTrackImage.

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  • Mvc4 webapi file download with jquery

    - by Ray
    I want to download file on client side from api apicontroller: public HttpResponseMessage PostOfficeSupplies() { string csv = string.Format ("D:\\Others\\Images/file.png"); HttpResponseMessage result = new HttpResponseMessage(HttpStatusCode.OK); result.Content = new StringContent(csv); result.Content.Headers.ContentType = new MediaTypeHeaderValue ("application/octet-stream"); result.Content.Headers.ContentDisposition = new ContentDispositionHeaderValue("attachment"); result.Content.Headers.ContentDisposition.FileName = "file.png"; return result; } 1.How can I popup a download with jquery(octet-stream) from api controller? my client side code: $(document).ready(function () { $.ajax( { url: 'api/MyAPI' , type: "post" , contentType: "application/octet-stream" , data: '' , success: function (retData) { $("body").append("<iframe src='" + retData + "' style='display: none;' ></iframe>"); } }); }); but it was not work!!!Thanks!!

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  • How place a link below a picture that is displayed using fancybox (jquery)?

    - by janoChen
    In the first picture of my website (the two persons), shows an URL address when you click on it. I used the "title" thing. Is there a simple way of doing the same but placing a link instead? code: <div class="pusher"> <h3><?php echo l('showcase1_h3'); ?></h3> <p><?php echo l('showcase1_p'); ?></p> <div class="pic"> <a id="showcase1" title="studyatbest.com" href="images/showcase1.png"><img src="images/showcase1t.png"/></a> </div> </div> http://alexchen.co.nr/

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  • How do I sync two local file structures.

    - by James
    Hi, I have two large source trees. One of them has some out of date image files. I would like to automatically update all the old image files (png, jpg, gif) in one source tree with the up to date image files in the other source tree. I am using Windows 7 but I have Cygwin installed. I have tried using rsync so far but with no success. I was hoping I could do something like: rsync -r *.png newSourceTree oldSourceTree Any help would be much appreciated.

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  • Image upload - Return URL

    - by Qmal
    Hello I build a script that does image uploading and resizing and it all works well, but how can I get the URL from image afterwards? I don't want my Image Source in HTML be like "../img/cat/1.png/" I want it to be like "http://MyIP/img/cat/1.png" I understand that I can just make a variable like $myHost = "http://blabla.com"; and add strip the ".." at the beginning but then it's not so good if I want to use it on other site because I need to replace this all the time. Maybe there is any other way?

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  • jQuery changing images with animation and waiting for it to trigger hyperlink

    - by user1476298
    I want to switch images on .click() using the url attr I can do so, but I can't figure out how to make it wait, until the animation is done to redirect to the new webpage. Here's the js $(function() { $('.cv').click(function(){ $("#cv img").fadeOut(2000, function() { $(this).load(function() { $(this).fadeIn(); }); $(this).attr("src", "images/cv2.png"); return true; }); }); }); Here's the html: <div id="cv" class="img one-third column"> <a class="cv" target="#" href="cv.joanlascano.com.ar"> <img src="images/cv1.png" alt="Curriculum"/> <br />CV</a> </div> Thank you in advantage!

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  • Inconsistent behaviour from SDL_BlitSurface

    - by bardes
    Here is an example code: #include <SDL/SDL.h> #include <SDL/SDL_image.h> #include <stdio.h> int main() { if(SDL_Init(SDL_INIT_EVERYTHING) == -1) { printf("SDL ERROR: %s", SDL_GetError()); return 1; } SDL_Surface *screen; screen = SDL_SetVideoMode(128, 128, 32, SDL_SWSURFACE); SDL_Surface *img; img = IMG_Load("./debug.png"); SDL_BlitSurface(img, NULL, screen, NULL); SDL_Flip(screen); SDL_Delay(1000); SDL_FreeSurface(img); SDL_Quit(); return 0; } It compiles fine, but when I run it sometimes it works and most times only part of the image is displayed. I really can't imagine what's causing that... EDIT: This is the image I'm using to test the program: http://img140.imageshack.us/img140/3858/debugi.png

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  • Looking for OCR for VB.NET (VS 2008 PRO)

    - by Avraham
    Looking for a component, dll, etc, for OCR for a VB.NET program. Using VS PRO 2008. The source is a bunch of small png images, and I am just getting a price out of them. Very simple. Tried tessnet2, but could not get png to work. Don't mind commercial, but not too expensive - maybe about $100. Want something simple to use and preferably with support if needed. This is for a commercial application. Thank you!

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  • IE is doing strange things with JQuery

    - by Syncopated
    So ... The thing is, the code works in FireFox, no problems. But when I open the same page, it gives me the following error: "Undefined is null or not an object." But when I copy the code to a localhost page, it works fine. Also when I clear my cache in IE it works, but only once, if I refresh after that one load, it gives me the same error. Here is the code: <script type="text/javascript" src="datepicker/js/jquery-1.4.2.min.js"></script> <script type="text/javascript"> var count3 = 0; var count5 = 0; var count2 = 0; var count4 = 0; $(document).ready(function(){ $('#switch3').click(function(){ $('#switchDiv3').slideToggle(350); if(count3 == 0){ count3 = 1; document.getElementById('switchImage3').src = "images/ArrowDown.png"; return; } else { count3 = 0; document.getElementById('switchImage3').src = "images/ArrowRight.png"; return; } }); ... (this is the code for each item that is generated) </script> And the code that determines the div that should hide: <table width="100%" border="0" cellspacing="0" cellpadding="0" align="center"> <tr> <td width="20" align="center" valign="top" style="padding-right: 3px"> <a style="cursor: pointer;" id="switch3"><img width="20" height="20" src="images/ArrowRight.png" id="switchImage3" style="border-style: solid; border-width: 1px; border-color: black;"/></a> </td> <td> <div id="switchDiv3"> <div align="left"> (Contents of the div here) </div> </div> </td> </tr> </table> Any help is appreciated! Thanks in advance

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  • jQuery update link

    - by Happy
    Here is html: <a href="http://site.com/any/different/folders/picture_name.jpg">Go and win</a> <a href="http://site.com/not/similar/links/some_other_name.png">Go and win</a> How to add some text after last "/" in href attribute (before picture_name.jpg) of each link? The script should give something like: <a href="http://site.com/any/different/folders/user_picture_name.jpg">Go and win</a> <a href="http://site.com/not/similar/links/user_some_other_name.png">Go and win</a> Here user_ is added. There can be any length of the link.

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  • Error when selecting content from ADDTIME(CURTIME(), '14400 hour') format

    - by Blahwhore
    So apparently i've stumbled upon a coding error when trying to select the time from my database. SELECT * FROM `videos` WHERE `added_time` > AddTime( CurTime(), '14400 hour' ) is the code, i'm trying to select all the videos posted 10 days (14400 hours) ago using the "added_time" format, because it worked for my previous coding but in this one it work work. Shown below is a link to the image showing how my database structure for videos are shown. http://i.imm.io/NURT.png Edit: Previously i had this problem for retrieving and deleting bulletins posted 10 days ago, and this code worked, however this code apparently won't work when trying to retrieve the videos :/ I don't know why, they're using the same format. See: http://i.imm.io/NUSW.png

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  • prettyPhoto not working in my wordpress theme

    - by codemanic
    So friends I am trying to use prettyPhoto in my wordpress theme but its not working at all. Both of its files - prettyPhoto.css and jquery.prettyPhoto.js are correctly linked in header.php file. This is the linking of the files in my header.php file - <link rel="stylesheet" href="<?php bloginfo('stylesheet_directory'); ?>/js/prettyPhoto/css/prettyPhoto.css" type="text/css" media="screen" title="prettyPhoto main stylesheet" charset="utf-8" /> <script src="<?php bloginfo('stylesheet_directory'); ?>/js/prettyPhoto/js/jquery.prettyPhoto.js" type="text/javascript"></script> Please let me know if this problem is due to not using wp_enqueue_script(). And this is how I link the image to be used with prettyPhoto - <a title="test image" href="images/new-image.png" rel="prettyPhoto[]"><img src="images/new-image.png" alt="Some Alternate Text" /></a> When I click on image, it doesn't open in prettyPhoto.

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  • [JavaScript] Checking for multiple images loaded.

    - by Stanni
    Hi, I'm using the canvas feature of html5. I've got some images to draw on the canvas and I need to check that they have all loaded before I can use them. I have declared them inside an array, I need a way of checking if they have all loaded at the same time but I am not sure how to do this. Here is my code: var color = new Array(); color[0] = new Image(); color[0].src = "green.png"; color[1] = new Image(); color[1].src = "blue.png"; Currently to check if the images have loaded, I would have to do it one by one like so: color[0].onload = function(){ //code here } color[1].onload = function(){ //code here } If I had a lot more images, Which I will later in in development, This would be a really inefficient way of checking them all. How would I check them all at the same time?

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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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  • Proliant Support Pack and Ubuntu on older HP Proliants

    - by snl
    We have a couple of oldish HP Proliant servers -- one DL385 G1 and one DL360 G5, to be exact -- that we'd like to upgrade from CentOS 5 to Ubuntu LucidLynx. The problem is that HP doesn't offer Ubuntu Proliant Support Packs for these particular models. Would you upgrade regardless, skipping the PSPs altogether? Are there alternative hardware monitoring tools that would match the functionality of the PSPs? Is there a hack to install the PSP RPMs on an Ubuntu system?

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