Animating array of images in an applet

I�m trying to create an "animation" by drawing images in an applet....
....any error appears when I run the applet, but any image is drawn.
public class mail extends Applet implements Runnable {
      Image[] images = new Image[17];
     int frame = 0;
     volatile Thread thread;
     public void init() {
          setSize(600,400);
          for(int i=1; i<=16; i++)
               images[i] = getImage(getDocumentBase(), "/images/cena"+i+".JPG");
     public void start() {
         (thread = new Thread(this)).start();
     public void stop() {
         thread = null;
     public void paint(Graphics g) {
         g.drawImage(images[frame], 0, 0, this);
     public void run() {
         int delay = 1000;   
         try {
             while (thread == Thread.currentThread()) {
                  for(int j=1; j<=16; j++)
                       frame = j;
                       repaint();
                       Thread.sleep(delay);
         } catch (Exception e) {
}

....any error appears when I run the applet, but Any error appears? Either you mean a sperific error, or no error?
any image is drawn.Do you mean no image is draw? Or that images are drawn at random?
// Guess one: caps, should the .JPG be lowercase?
images[i] = getImage(getDocumentBase(),
Base(), "/images/cena"+i+".JPG");
public void run() {
int delay = 1000;
try {
while (thread == Thread.currentThread())
rentThread()) {
     for(int j=1; j<=16; j++)
          frame = j;
          repaint();
          Thread.sleep(delay);
} catch (Exception e) {
Your try catch has much larger scope than it should. It should just cover sleep, and only catch InterruptedException.

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    I created the animation in inDesign exported in .fla, used de toolkit js, load it in a container with web content overlay, and when I preview it with Adobe Content Viewer it doesn't work, it apears a blank screen. Neighter of animation from that stage won't work.
    To be very precise any animation works fine, when I test the html in a browser, the problem appears only in the content viewer.
    The animation is very simple: smal logo entering in the stage from the right, not very complex.
    I tried in flash with other images in a test file and loaded in inDesign, and still don't work. Other vector animation works well, no problem. I saw that if I have an image in library in flash and export a simple animation with a vector ball, won't work in indesign preview, with content viewer.
    My question is, Could work an animated flash bitmap image exported in html 5, in DPS ?  If so, what should I need to do ?
    Thank you in advance.

    Two possible solutions I was considering:
    1) In my index/first page, have all the swfs present (scaled to 1x1, behind something, or invisible) and have a preloader code on that first page... so all the content gets loaded before continuing onto the rest of the site.  That would certainly work in making the site run quick... but would mean a relatively lengthy wait at the start.  Luckily, unlike my current site, all the actual site content (aside from the header/nav interface) is HTML... so the bulk of the site's content is in the HTML pages, not as part of the Flash header... so it probably wouldn't be too horrific a wait.  However, it would be loading EIGHT of these swfs, since there are eight pages... so then maybe it would be....
    2) Have an swf that consists of just the 'draw up' of the interface, and it's idle state... then when each button is pressed, load a new swf to replace the main one, which has the specific page's animated title sequence, and ends with the code to load the html page.  So, each separate HTML page would have embedded into it only the main swf, and the title animation swf would be swapped in when a nav button is pressed.  Main issue here is each button press would envoke a preloader sequence (kind of tedious)... and unfortunately all the 'main interface' elements loaded in with the main swf would have to be loaded in again at the start of each animated title swf (although none of the draw up... just the loading of the interface and buttons).  For highspeed users, it should be okay, I guess....
    Thoughts or better ideas?

  • How to add byte[] array based Image to the SQL Server without using parameter

    how to add byte[] array based Image to the SQL Server without using parameter.I have a column in table with the type image in sql and i want to add image array to the sql image column like below:
    I want to add image (RESIM) to the procedur like shown above but sql accepts byte[] RESIMI like System.Drowing. I whant that  sql accepts byte [] array like sql  image type
    not using cmd.ParametersAdd() method
    here is Isle() method content

    SQL Server binary constants use a hexadecimal format:
    https://msdn.microsoft.com/en-us/library/ms179899.aspx
    You'll have to build that string from a byte array yourself:
    byte[] bytes = ...
    StringBuilder builder = new StringBuilder("0x", 2 + bytes.Length * 2);
    foreach (var b in bytes)
    builder.Append(b.ToString("X2"));
    string binhex = builder.ToString();
    That said, what you're trying to do - not using parameters - is the wrong thing to do. Not only it is insecure due to the risk of SQL injection but in the case of binary data is also inefficient since these hex strings are larger than the original byte[]
    data.

  • Index an array of images only the last image shows

    Hi everyone,
    I try to index an array of images and all but the last element give me the error: "not an image."
    Here is a picture of the vi. The first for loop loads the images and stores them in an auto indexed tunnel. Every diagnostic I ran on this loop showed everything is fine. The second for loop should display the sequence of image stored in the auto indexed tunnel, but it does not. Instead I have the error message that elements 0 to n-1 are not images, and only the last image is displayed.
    What am I doing wrong?
    Thanks for your help.
    and the vi: 
    Solved!
    Go to Solution.
    Attachments:
    PulsedImageDisp1.vi ‏31 KB

    Speed of what? The second loop can't run until the first loop is done, and all the operations are linear. I'm guessing you're referring to the perceived speed of displaying the images one after the other so you don't have to wait for the next image to be read which is why you pre-load all the images. Otherwise, the overall speed should be the same whether you use one loop or two. Actually, to be technically accurate, the two loop version will likely be a little slower overall since LabVIEW has to allocate more memory to store all the images, while in the one loop version it is only ever dealing with one image. If the images are large then you might actually run into a memory issue with the two-loop version (arrays need contiguous memory). Just something to keep in mind and to be careful about.

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