Help needed in rendering images...ThAnkS

I have 2 classes for rendering images. When i run the application, the images kept flashing, may i know how could i actually have 1 image appearing instead of many images flashing? In other words, i would like in a way similar to mosaic rendering process...Thanks alot
import javax.swing.ImageIcon;
import javax.swing.JApplet;
import javax.swing.JComponent;
import javax.swing.JLabel;
import javax.swing.JPanel;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.io.BufferedInputStream;
* TumbleItem.java requires these files:
* SwingWorker.java
* all the images in the images/tumble directory
* (or, if specified in the applet tag, another directory [dir]
* with images named T1.gif ... Tx.gif, where x is the total
* number of images [nimgs])
* the appropriate code to specify that the applet be executed,
* such as the HTML code in TumbleItem.html or TumbleItem.atag,
* or the JNLP code in TumbleItem.jnlp
public class TumbleItem extends JApplet
implements ActionListener {
int loopslot = -1; //the current frame number
String dir; //the directory relative to the codebase
//from which the images are loaded
javax.swing.Timer timer;
//the timer animating the images
int pause; //the length of the pause between revs
int offset; //how much to offset between loops
int off; //the current offset
int speed; //animation speed
int nimgs; //number of images to animate
int width; //width of the applet's content pane
Animator animator; //the applet's content pane
ImageIcon imgs[]; //the images
int maxWidth; //width of widest image
boolean finishedLoading = false;
JLabel statusLabel;
static Color[] labelColor = { Color.black, Color.black,
Color.black, Color.black,
Color.black, Color.black,
Color.white, Color.white,
Color.white, Color.white };
//Called by init.
protected void loadAppletParameters() {
//Get the applet parameters.
String at = getParameter("img");
dir = (at != null) ? at : "images/tumble";
at = getParameter("pause");
pause = (at != null) ? Integer.valueOf(at).intValue() : 1900;
at = getParameter("offset");
offset = (at != null) ? Integer.valueOf(at).intValue() : 0;
at = getParameter("speed");
speed = (at != null) ? (1000 / Integer.valueOf(at).intValue()) : 100;
at = getParameter("nimgs");
nimgs = (at != null) ? Integer.valueOf(at).intValue() : 16;
at = getParameter("maxwidth");
maxWidth = (at != null) ? Integer.valueOf(at).intValue() : 0;
* Create the GUI. For thread safety, this method should
* be invoked from the event-dispatching thread.
private void createGUI() {
//Animate from right to left if offset is negative.
width = getSize().width;
if (offset < 0) {
off = width - maxWidth;
//Custom component to draw the current image
//at a particular offset.
animator = new Animator();
animator.setOpaque(true);
animator.setBackground(Color.white);
setContentPane(animator);
//Put a "Loading Images..." label in the middle of
//the content pane. To center the label's text in
//the applet, put it in the center part of a
//BorderLayout-controlled container, and center-align
//the label's text.
statusLabel = new JLabel("Loading Images...",
JLabel.CENTER);
statusLabel.setForeground(labelColor[0]);
animator.add(statusLabel, BorderLayout.CENTER);
//Called when this applet is loaded into the browser.
public void init() {
loadAppletParameters();
//Execute a job on the event-dispatching thread:
//creating this applet's GUI.
try {
javax.swing.SwingUtilities.invokeAndWait(new Runnable() {
public void run() {
createGUI();
} catch (Exception e) {
System.err.println("createGUI didn't successfully complete");
//Set up the timer that will perform the animation.
timer = new javax.swing.Timer(speed, this);
timer.setInitialDelay(pause);
timer.setCoalesce(false);
timer.start(); //Start the animation.
//Loading the images can take quite a while, so to
//avoid staying in init() (and thus not being able
//to show the "Loading Images..." label) we'll
//load the images in a SwingWorker thread.
imgs = new ImageIcon[nimgs];
final SwingWorker worker = new SwingWorker() {
public Object construct() {
//Images are numbered 1 to nimgs,
//but fill array from 0 to nimgs-1.
for (int i = 0; i < nimgs; i++) {
imgs[i] = loadImage(i+1);
finishedLoading = true;
return imgs;
//Executes in the event-dispatching thread.
public void finished() {
//Remove the "Loading images" label.
animator.removeAll();
loopslot = -1;
worker.start();
//The component that actually presents the GUI.
public class Animator extends JPanel {
public Animator() {
super(new BorderLayout());
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (finishedLoading &&
(loopslot > -1) && (loopslot < nimgs)) {
if (imgs != null && imgs[loopslot] != null) {
imgs[loopslot].paintIcon(this, g, off, 0);
//Update the the loopslot (frame number) and the offset.
//If it's the last frame, restart the timer to get a long
//pause between loops.
public void actionPerformed(ActionEvent e) {
loopslot++;
if (!finishedLoading) {
int colorIndex = loopslot % labelColor.length;
try {
statusLabel.setForeground(labelColor[colorIndex]);
} catch (NullPointerException exc) {}
return;
if (loopslot >= nimgs) {
loopslot = 0;
off += offset;
if (off < 0) {
off = width - maxWidth;
} else if (off + maxWidth > width) {
off = 0;
animator.repaint();
if (loopslot == nimgs - 1) {
timer.restart();
//Called to start the applet's execution.
public void start() {
if (finishedLoading && (nimgs > 1)) {
timer.restart();
//Called to stop (temporarily or permanently) the applet's execution.
public void stop() {
timer.stop();
protected ImageIcon loadImage(int imageNum) {
String path = dir + "/Image" + imageNum + ".jpg";
int MAX_IMAGE_SIZE = 2400; //Change this to the size of
//your biggest image, in bytes.
int count = 0;
BufferedInputStream imgStream = new BufferedInputStream(
this.getClass().getResourceAsStream(path));
if (imgStream != null) {
byte buf[] = new byte[MAX_IMAGE_SIZE];
try {
count = imgStream.read(buf);
imgStream.close();
} catch (java.io.IOException ioe) {
System.err.println("Couldn't read stream from file: " + path);
return null;
if (count <= 0) {
System.err.println("Empty file: " + path);
return null;
return new ImageIcon(Toolkit.getDefaultToolkit().createImage(buf));
} else {
System.err.println("Couldn't find file: " + path);
return null;
public String getAppletInfo() {
return "Title: TumbleItem v1.2, 23 Jul 1997\n"
+ "Author: Interactive Mosaic\n"
+ "A simple Item class to play an image loop.";
public String[][] getParameterInfo() {
String[][] info = {
{"img", "string", "the directory containing the images to loop"},
{"pause", "int", "pause between complete loops; default is 3900"},
{"offset", "int", "offset of each image to simulate left (-) or "
+ "right (+) motion; default is 0 (no motion)"},
{"speed", "int", "the speed at which the frames are looped; "
+ "default is 100"},
{"nimgs", "int", "the number of images to be looped; default is 16"},
{"maxwidth", "int", "the maximum width of any image in the loop; "
+ "default is 0"}
return info;
import javax.swing.SwingUtilities;
public abstract class SwingWorker {
private Object value; // see getValue(), setValue()
* Class to maintain reference to current worker thread
* under separate synchronization control.
private static class ThreadVar {
private Thread thread;
ThreadVar(Thread t) { thread = t; }
synchronized Thread get() { return thread; }
synchronized void clear() { thread = null; }
private ThreadVar threadVar;
* Get the value produced by the worker thread, or null if it
* hasn't been constructed yet.
protected synchronized Object getValue() {
return value;
* Set the value produced by worker thread
private synchronized void setValue(Object x) {
value = x;
* Compute the value to be returned by the <code>get</code> method.
public abstract Object construct();
* Called on the event dispatching thread (not on the worker thread)
* after the <code>construct</code> method has returned.
public void finished() {
* A new method that interrupts the worker thread. Call this method
* to force the worker to stop what it's doing.
public void interrupt() {
Thread t = threadVar.get();
if (t != null) {
t.interrupt();
threadVar.clear();
* Return the value created by the <code>construct</code> method.
* Returns null if either the constructing thread or the current
* thread was interrupted before a value was produced.
* @return the value created by the <code>construct</code> method
public Object get() {
while (true) { 
Thread t = threadVar.get();
if (t == null) {
return getValue();
try {
t.join();
catch (InterruptedException e) {
Thread.currentThread().interrupt(); // propagate
return null;
* Start a thread that will call the <code>construct</code> method
* and then exit.
public SwingWorker() {
final Runnable doFinished = new Runnable() {
public void run() { finished(); }
Runnable doConstruct = new Runnable() {
public void run() {
try {
setValue(construct());
finally {
threadVar.clear();
SwingUtilities.invokeLater(doFinished);
Thread t = new Thread(doConstruct);
threadVar = new ThreadVar(t);
* Start the worker thread.
public void start() {
Thread t = threadVar.get();
if (t != null) {
t.start();
}

I have 2 classes for rendering images. When i run the application, the images kept flashing, may i know how could i actually have 1 image appearing instead of many images flashing? In other words, i would like in a way similar to mosaic rendering process...Thanks alot
import javax.swing.ImageIcon;
import javax.swing.JApplet;
import javax.swing.JComponent;
import javax.swing.JLabel;
import javax.swing.JPanel;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.io.BufferedInputStream;
* TumbleItem.java requires these files:
* SwingWorker.java
* all the images in the images/tumble directory
* (or, if specified in the applet tag, another directory [dir]
* with images named T1.gif ... Tx.gif, where x is the total
* number of images [nimgs])
* the appropriate code to specify that the applet be executed,
* such as the HTML code in TumbleItem.html or TumbleItem.atag,
* or the JNLP code in TumbleItem.jnlp
public class TumbleItem extends JApplet
implements ActionListener {
int loopslot = -1; //the current frame number
String dir; //the directory relative to the codebase
//from which the images are loaded
javax.swing.Timer timer;
//the timer animating the images
int pause; //the length of the pause between revs
int offset; //how much to offset between loops
int off; //the current offset
int speed; //animation speed
int nimgs; //number of images to animate
int width; //width of the applet's content pane
Animator animator; //the applet's content pane
ImageIcon imgs[]; //the images
int maxWidth; //width of widest image
boolean finishedLoading = false;
JLabel statusLabel;
static Color[] labelColor = { Color.black, Color.black,
Color.black, Color.black,
Color.black, Color.black,
Color.white, Color.white,
Color.white, Color.white };
//Called by init.
protected void loadAppletParameters() {
//Get the applet parameters.
String at = getParameter("img");
dir = (at != null) ? at : "images/tumble";
at = getParameter("pause");
pause = (at != null) ? Integer.valueOf(at).intValue() : 1900;
at = getParameter("offset");
offset = (at != null) ? Integer.valueOf(at).intValue() : 0;
at = getParameter("speed");
speed = (at != null) ? (1000 / Integer.valueOf(at).intValue()) : 100;
at = getParameter("nimgs");
nimgs = (at != null) ? Integer.valueOf(at).intValue() : 16;
at = getParameter("maxwidth");
maxWidth = (at != null) ? Integer.valueOf(at).intValue() : 0;
* Create the GUI. For thread safety, this method should
* be invoked from the event-dispatching thread.
private void createGUI() {
//Animate from right to left if offset is negative.
width = getSize().width;
if (offset < 0) {
off = width - maxWidth;
//Custom component to draw the current image
//at a particular offset.
animator = new Animator();
animator.setOpaque(true);
animator.setBackground(Color.white);
setContentPane(animator);
//Put a "Loading Images..." label in the middle of
//the content pane. To center the label's text in
//the applet, put it in the center part of a
//BorderLayout-controlled container, and center-align
//the label's text.
statusLabel = new JLabel("Loading Images...",
JLabel.CENTER);
statusLabel.setForeground(labelColor[0]);
animator.add(statusLabel, BorderLayout.CENTER);
//Called when this applet is loaded into the browser.
public void init() {
loadAppletParameters();
//Execute a job on the event-dispatching thread:
//creating this applet's GUI.
try {
javax.swing.SwingUtilities.invokeAndWait(new Runnable() {
public void run() {
createGUI();
} catch (Exception e) {
System.err.println("createGUI didn't successfully complete");
//Set up the timer that will perform the animation.
timer = new javax.swing.Timer(speed, this);
timer.setInitialDelay(pause);
timer.setCoalesce(false);
timer.start(); //Start the animation.
//Loading the images can take quite a while, so to
//avoid staying in init() (and thus not being able
//to show the "Loading Images..." label) we'll
//load the images in a SwingWorker thread.
imgs = new ImageIcon[nimgs];
final SwingWorker worker = new SwingWorker() {
public Object construct() {
//Images are numbered 1 to nimgs,
//but fill array from 0 to nimgs-1.
for (int i = 0; i < nimgs; i++) {
imgs[i] = loadImage(i+1);
finishedLoading = true;
return imgs;
//Executes in the event-dispatching thread.
public void finished() {
//Remove the "Loading images" label.
animator.removeAll();
loopslot = -1;
worker.start();
//The component that actually presents the GUI.
public class Animator extends JPanel {
public Animator() {
super(new BorderLayout());
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (finishedLoading &&
(loopslot > -1) && (loopslot < nimgs)) {
if (imgs != null && imgs[loopslot] != null) {
imgs[loopslot].paintIcon(this, g, off, 0);
//Update the the loopslot (frame number) and the offset.
//If it's the last frame, restart the timer to get a long
//pause between loops.
public void actionPerformed(ActionEvent e) {
loopslot++;
if (!finishedLoading) {
int colorIndex = loopslot % labelColor.length;
try {
statusLabel.setForeground(labelColor[colorIndex]);
} catch (NullPointerException exc) {}
return;
if (loopslot >= nimgs) {
loopslot = 0;
off += offset;
if (off < 0) {
off = width - maxWidth;
} else if (off + maxWidth > width) {
off = 0;
animator.repaint();
if (loopslot == nimgs - 1) {
timer.restart();
//Called to start the applet's execution.
public void start() {
if (finishedLoading && (nimgs > 1)) {
timer.restart();
//Called to stop (temporarily or permanently) the applet's execution.
public void stop() {
timer.stop();
protected ImageIcon loadImage(int imageNum) {
String path = dir + "/Image" + imageNum + ".jpg";
int MAX_IMAGE_SIZE = 2400; //Change this to the size of
//your biggest image, in bytes.
int count = 0;
BufferedInputStream imgStream = new BufferedInputStream(
this.getClass().getResourceAsStream(path));
if (imgStream != null) {
byte buf[] = new byte[MAX_IMAGE_SIZE];
try {
count = imgStream.read(buf);
imgStream.close();
} catch (java.io.IOException ioe) {
System.err.println("Couldn't read stream from file: " + path);
return null;
if (count <= 0) {
System.err.println("Empty file: " + path);
return null;
return new ImageIcon(Toolkit.getDefaultToolkit().createImage(buf));
} else {
System.err.println("Couldn't find file: " + path);
return null;
public String getAppletInfo() {
return "Title: TumbleItem v1.2, 23 Jul 1997\n"
+ "Author: Interactive Mosaic\n"
+ "A simple Item class to play an image loop.";
public String[][] getParameterInfo() {
String[][] info = {
{"img", "string", "the directory containing the images to loop"},
{"pause", "int", "pause between complete loops; default is 3900"},
{"offset", "int", "offset of each image to simulate left (-) or "
+ "right (+) motion; default is 0 (no motion)"},
{"speed", "int", "the speed at which the frames are looped; "
+ "default is 100"},
{"nimgs", "int", "the number of images to be looped; default is 16"},
{"maxwidth", "int", "the maximum width of any image in the loop; "
+ "default is 0"}
return info;
import javax.swing.SwingUtilities;
public abstract class SwingWorker {
private Object value; // see getValue(), setValue()
* Class to maintain reference to current worker thread
* under separate synchronization control.
private static class ThreadVar {
private Thread thread;
ThreadVar(Thread t) { thread = t; }
synchronized Thread get() { return thread; }
synchronized void clear() { thread = null; }
private ThreadVar threadVar;
* Get the value produced by the worker thread, or null if it
* hasn't been constructed yet.
protected synchronized Object getValue() {
return value;
* Set the value produced by worker thread
private synchronized void setValue(Object x) {
value = x;
* Compute the value to be returned by the <code>get</code> method.
public abstract Object construct();
* Called on the event dispatching thread (not on the worker thread)
* after the <code>construct</code> method has returned.
public void finished() {
* A new method that interrupts the worker thread. Call this method
* to force the worker to stop what it's doing.
public void interrupt() {
Thread t = threadVar.get();
if (t != null) {
t.interrupt();
threadVar.clear();
* Return the value created by the <code>construct</code> method.
* Returns null if either the constructing thread or the current
* thread was interrupted before a value was produced.
* @return the value created by the <code>construct</code> method
public Object get() {
while (true) { 
Thread t = threadVar.get();
if (t == null) {
return getValue();
try {
t.join();
catch (InterruptedException e) {
Thread.currentThread().interrupt(); // propagate
return null;
* Start a thread that will call the <code>construct</code> method
* and then exit.
public SwingWorker() {
final Runnable doFinished = new Runnable() {
public void run() { finished(); }
Runnable doConstruct = new Runnable() {
public void run() {
try {
setValue(construct());
finally {
threadVar.clear();
SwingUtilities.invokeLater(doFinished);
Thread t = new Thread(doConstruct);
threadVar = new ThreadVar(t);
* Start the worker thread.
public void start() {
Thread t = threadVar.get();
if (t != null) {
t.start();
}

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    Stephanie
    (Mod note: Edited post for guideline compliance. Thanks!)
    Message Edited by JOHNDOE_06 on 05-21-2009 08:29 AM

    First Connect the Modem to the Linksys Router on the Internet Port and then connect your Computer to the Linksys Router on the Port no.1.
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    seem to have run into a similar prob in that calculations say for a 40 x 20 I'll need 6,000 x 12,000 but lr4 will only ouutput 6,000 by 10,667.
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    Hi guys,
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        margin-right: auto;
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    Spindrift wrote:
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        height:100%;
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    margin: 0px 0px 0px 0px;
    border: solid 0px #aaaaaa;
    background-color: #FFFFFF;
    padding-top: 0px;
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    font-family: Arial, Helvetica, sans-serif;
    font-weight: normal;
    font-size: 18px;
    text-transform: uppercase;
    color: #AAAAAA;
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    font-family: Arial, Helvetica, sans-serif;
    font-weight: normal;
    font-size: 12px;
    overflow: hidden;
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    #frontpageslideshow .ISSControls {
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    #frontpageslideshow .FilmStripTrack {
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    #frontpageslideshow .FilmStripContainer {
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    #frontpageslideshow .FilmStripPanel {
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    /* EndOAWidget_Instance_2141543 */
    </style>
    <script type="text/xml">
    <!--
    <oa:widgets>
      <oa:widget wid="2141543" binding="#frontpageslideshow" />
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          <li><a href="recepies.html" title="recepies">Recepies</a></li>
          <li><a href="entertainment.html" title="entertaining" class="MenuBarItemSubmenu">Entertaining</a>
            <ul>
              <li><a href="bakery_brochure.html" title="bakery_brochure">Bakery brochure</a></li>
              <li><a href="deli_platters.html" title="Deli_platters">Deli platters</a></li>
              <li><a href="catering_menu.html" title="Catering_menu">Catering Menu</a></li>
            </ul>
          </li>
          <li><a href="pats_best.html" title="pats best">Pat's Best</a></li>
          <li><a href="organics.html" title="organics">Organics</a></li>
          <li><a href="gift_cards.html" title="gift cards">Gift Cards</a></li>
          <li><a href="#" title="departments" class="MenuBarItemSubmenu">Departments</a>
            <ul>
              <li><a href="meats.html" title="dept_meats">Meats</a></li>
              <li><a href="seafood.html" title="dept_seafood">Seafood</a></li>
              <li><a href="deli.html" title="Dept_deli">Deli</a></li>
              <li><a href="prep_foods.html" title="Dept_prep_foods">Prepared Foods</a></li>
              <li><a href="produce.html" title="dept_produce">Produce</a></li>
              <li><a href="bakery.html" title="Dept_bakery">Bakery</a></li>
            </ul>
          </li>
        </ul>
        <p> </p>
        <ul id="frontpageslideshow" title="">
          <li><a href="images/fall.jpg" title=""><img src="http://labs.adobe.com/technologies/spry/ui/images/dbooth/thumbnails/photos-1.jpg" alt="photos-1.jpg" /></a></li>
          <li><a href="images/apples.jpg" title=""><img src="http://labs.adobe.com/technologies/spry/ui/images/dbooth/thumbnails/photos-10.jpg" alt="photos-10.jpg" /></a></li>
          <li><a href="images/pumpkinsoup.jpg" title=""><img src="http://labs.adobe.com/technologies/spry/ui/images/dbooth/thumbnails/photos-11.jpg" alt="photos-11.jpg" /></a></li>
          <li><a href="images/roast.jpg" title=""><img src="http://labs.adobe.com/technologies/spry/ui/images/dbooth/thumbnails/photos-12.jpg" alt="photos-12.jpg" /></a></li>
          <li><a href="images/applepie.jpg" title=""><img src="http://labs.adobe.com/technologies/spry/ui/images/dbooth/thumbnails/photos-13.jpg" alt="photos-13.jpg" /></a></li>
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        <script type="text/javascript">
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    transitionDuration: 2000,
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    plugIns: [ Spry.Widget.ImageSlideShow.ThumbnailFilmStripPlugin ],
    TFSP: { pageIncrement: 4, wraparound: true }
    // EndOAWidget_Instance_2141543
        </script>
    <p>Since this is a one-column layout, the .content is not floated. </p>
        <h3>Logo Replacement</h3>
        <p>An image placeholder was used in this layout in the .header where you'll likely want to place  a logo. It is recommended that you remove the placeholder and replace it with your own linked logo. </p>
        <p> Be aware that if you use the Property inspector to navigate to your logo image using the SRC field (instead of removing and replacing the placeholder), you should remove the inline background and display properties. These inline styles are only used to make the logo placeholder show up in browsers for demonstration purposes. </p>
        <p>To remove the inline styles, make sure your CSS Styles panel is set to Current. Select the image, and in the Properties pane of the CSS Styles panel, right click and delete the display and background properties. (Of course, you can always go directly into the code and delete the inline styles from the image or placeholder there.)</p>
      <!-- end .content --></div>
      <div class="footer">
        <p><a href="about_us.html" title="about_us">About Us</a><a href="#">  </a>   <a href="employment.html" title="employment">Employment</a>    <a href="store_info.html" title="store_info"> Store Info.</a>     <a href="#" title="contact_us">Contact Us</a>    <a href="terms_of_use.html" title="terms_of_use">Terms of Use</a>   <a href="privacy.html" title="Privacy_policy"> Privacy Policy</a><br />
    &copy;2011 Pat's IGA     <br />
        </p>
        <!-- end .footer --></div>
      <!-- end .container --></div>
    <script type="text/javascript">
    var MenuBar1 = new Spry.Widget.MenuBar("MenuBar1", {imgDown:"SpryAssets/SpryMenuBarDownHover.gif", imgRight:"SpryAssets/SpryMenuBarRightHover.gif"});
    </script>
    </body>
    </html>

    Your spry assets folder MUST be in the same folder as that of your webpage with the slideshow (html, php... whatever)
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    SPRY ASSETS HERE:  /server/public/SpryAssets/....your javascript files
    Example 2: This will work:
    WEB PAGE HERE:  /server/public/myfolder/slideshow.html
    SPRY ASSETS HERE:  /server/public/myfolder/SpryAssets/....your javascript files
    Hope this helps.

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    Ok. 5.006
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  • Help Needed to transfer image to Nokia 6630

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    That's going to be a ridiculous waste of money and energy.
    First of all, the current ATI drivers don't support multiple GPUs, so at the moment even a single 4870X2 would be only a 'normal' 4870 (which is quite a speed beast already). GFX drivers evolve rapidly, so things might look different next month, but when it comes to Linux and hardware there's one Golden Rule: stay away from the newest stuff and wait for proper support to get coded.
    I also wonder what power supply could possibly cope with the differences between idle and full load; that's way beyond 400W. But then, I'm one of those "quiet&green" types where >100W idle is already a bit much.
    I kind of understand that you want to get it done and not worry about hardware for the next 10 years or so, but that's simply not how the hardware world works and never did. At least not for the average consumer.

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