Help with Blog image
Hello BC gurus....
I have a blog set up on a site of mine:
http://nganet.businesscatalyst.com/nga-blog
Quick easy question for all.. With the "{tag_blogpostbody}" in the list layout... Can you set this to display an image with the preview of the copy to then click through to read more?
No matter what i do i can only get the image to display on the full tag.. I've tried "{tag_blogpostbody,600,... Read More}" but if i do that the image doesn't display.
Any help and suggestions would be awesome.
Liam,
If i do that then it renders the image as the first para and then only displays the "... Read More". I want the image not as the article preview. See the attached.
Is this a massive fail for BC. Surely there is a way to insert an hero image for article lists without java or additional coding.
cheers
Shane
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Need help with Blog, Wiki and Gallery
Hi Team,
Need help with Blog, Wiki and Gallery startup. I have newly started visiting forums and quite interested to contribute towards these areas also.
Please help.
Thanks,
Santosh Singh
Santosh SinghHello Santhosh,
Blog is for Microsoft employees only. However, you can contribute towards WIKI and GALLERY using the below links.
http://social.technet.microsoft.com/wiki/
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Server goes out of memory when annotating TIFF File. Help with Tiled Images
I am new to JAI and have a problem with the system going out of memory
Objective:
1)Load up a TIFF file (each approx 5- 8 MB when compressed with CCITT.6 compression)
2)Annotate image (consider it as a simple drawString with the Graphics2D object of the RenderedImage)
3)Send it to the servlet outputStream
Problem:
Server goes out of memory when 5 threads try to access it concurrently
Runtime conditions:
VM param set to -Xmx1024m
Observation
Writing the files takes a lot of time when compared to reading the files
Some more information
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Things I need help with:
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Thx
public void annotateFile(File file, String wText, OutputStream out, AnnotationParameter param) throws Throwable {
ImageReader imgReader = null;
ImageWriter imgWriter = null;
TiledImage in_image = null, out_image = null;
IIOMetadata metadata = null;
ImageOutputStream ios = null;
try {
Iterator readIter = ImageIO.getImageReadersBySuffix("tif");
imgReader = (ImageReader) readIter.next();
imgReader.setInput(ImageIO.createImageInputStream(file));
metadata = imgReader.getImageMetadata(0);
in_image = new TiledImage(JAI.create("fileload", file.getPath()), true);
System.out.println("Image Read!");
Annotater annotater = new Annotater(in_image);
out_image = annotater.annotate(wText, param);
Iterator writeIter = ImageIO.getImageWritersBySuffix("tif");
if (writeIter.hasNext()) {
imgWriter = (ImageWriter) writeIter.next();
ios = ImageIO.createImageOutputStream(out);
imgWriter.setOutput(ios);
ImageWriteParam iwparam = imgWriter.getDefaultWriteParam();
if (iwparam instanceof TIFFImageWriteParam) {
iwparam.setCompressionMode(ImageWriteParam.MODE_EXPLICIT);
TIFFDirectory dir = (TIFFDirectory) out_image.getProperty("tiff_directory");
double compressionParam = dir.getFieldAsDouble(BaselineTIFFTagSet.TAG_COMPRESSION);
setTIFFCompression(iwparam, (int) compressionParam);
else {
iwparam.setCompressionMode(ImageWriteParam.MODE_COPY_FROM_METADATA);
System.out.println("Trying to write Image ....");
imgWriter.write(null, new IIOImage(out_image, null, metadata), iwparam);
System.out.println("Image written....");
finally {
if (imgWriter != null)
imgWriter.dispose();
if (imgReader != null)
imgReader.dispose();
if (ios != null) {
ios.flush();
ios.close();
}user8684061 wrote:
U are right, SGA is too large for my server.
I guess oracle set SGA automaticlly while i choose default installion , but ,why SGA would be so big? Is oracle not smart enough ?Default database configuration is going to reserve 40% of physical memory for SGA for an instance, which you as a user can always change. I don't see anything wrong with that to say Oracle is not smart.
If i don't disincrease SGA, but increase max-shm-memory, would it work?This needs support from the CPU architecture (32 bit or 64 bit) and the kernel as well. Read more about the huge pages. -
Help with unloading images AS3
Please can anyone help me. I am new to Action Script and flash and am having a nightmare unloading images. The code below works but I keep getting the following error messages:
TypeError: Error #2007: Parameter child must be non-null.
at flash.display::DisplayObjectContainer/removeChild()
at index_fla::MainTimeline/clickSection()
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display::DisplayObjectContainer/removeChild()
at index_fla::MainTimeline/clickSection()
Any help with this would be much appreciated.
var ImgReq01:URLRequest=new URLRequest("images/home/01.jpg");
var ImgReq02:URLRequest=new URLRequest("images/home/02.jpg");
var ImgReq03:URLRequest=new URLRequest("images/home/03.jpg");
var ImgReq04:URLRequest=new URLRequest("images/home/04.jpg");
var ImgReq05:URLRequest=new URLRequest("images/home/05.jpg");
var imgList:Array=[ImgReq01,ImgReq02,ImgReq03,ImgReq04,ImgReq05];
var imgRandom = imgList[Math.floor(Math.random()* imgList.length)];
var imgLoader:Loader = new Loader();
imgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
imgLoader.load(imgRandom);
function onComplete(event:Event):void
var randomImage:Bitmap = Bitmap(imgLoader.content);
randomImage.x=187.4;
randomImage.y=218.1;
addChild(randomImage);
//handle events for info buttons...
information. addEventListener (MouseEvent.CLICK, clickSection);
home. addEventListener (MouseEvent.CLICK, clickSection);
galleries. addEventListener (MouseEvent.CLICK, clickSection);
function clickSection (evtObj:MouseEvent) {
//Trace shows what's happening.. in the output window
trace ("The "+evtObj.target.name+" button was clicked")
//go to the section clicked on...
gotoAndStop (evtObj.target.name)
// this line is causing errors when navigating between the gallery and information buttons
var Image:Bitmap = Bitmap(imgLoader.content);
removeChild(Image);you really should be adding the loader to the displaylist, not the content.
try:
var ImgReq01:URLRequest=new URLRequest("images/home/01.jpg");
var ImgReq02:URLRequest=new URLRequest("images/home/02.jpg");
var ImgReq03:URLRequest=new URLRequest("images/home/03.jpg");
var ImgReq04:URLRequest=new URLRequest("images/home/04.jpg");
var ImgReq05:URLRequest=new URLRequest("images/home/05.jpg");
var imgList:Array=[ImgReq01,ImgReq02,ImgReq03,ImgReq04,ImgReq05];
var imgRandom = imgList[Math.floor(Math.random()* imgList.length)];
var imgLoader:Loader = new Loader();
imgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
imgLoader.load(imgRandom);
function onComplete(event:Event):void
imgLoader.x=187.4;
imgLoader.y=218.1;
addChild(imgLoader);
//handle events for info buttons...
information. addEventListener (MouseEvent.CLICK, clickSection);
home. addEventListener (MouseEvent.CLICK, clickSection);
galleries. addEventListener (MouseEvent.CLICK, clickSection);
function clickSection (evtObj:MouseEvent) {
//Trace shows what's happening.. in the output window
trace ("The "+evtObj.target.name+" button was clicked")
//go to the section clicked on...
gotoAndStop (evtObj.target.name)
// this line is causing errors when navigating between the gallery and information buttons
if(this.contains(imgLoader){
removeChild(imgLoader); -
Help with partial image loss from Viewer to Canvas
Hi--I'm brand new to FCP and would really appreciate any help with my problem. I'm creating 2 second video clips composed of four still images (15 frames...or 500ms each) laid back to back, then rendered. Very simple, I know. The individual images are tiff files that look great in the FCP Viewer. But in the Canvas, part of the image is missing. Specifically, in the center of each image there should be a + sign, about 1cm square. This + should remain constant thoughout the short movie, while the items around it vary (from image to image). (This is a psychology experiment, and the center + is a fixation cross.) The problem is that in the Viewer the + sign is intact, but in the Canvas (and the resulting rendered video), only the vertical bar of the + is present! This is true for every individual tiff, and for the resulting movie. The items around the fixation cross are fine. My question is WHY on earth does the central horizontal bar get "lost" between the Viewer and the Canvas? I've read the manuals, but obviously I've got something set wrong. Also, there is a considerable overall reduction in quality between the viewer and canvas, even though I'm trying my best to maximize video quality. Everything looks a bit blurry. Truly, all ideas are welcome. Sorry if it's obvious. Thanks.
G5 Mac OS X (10.4.3)steve, i'm viewing on my 23" cinema screen. i read up on quality and know that this is a no-no; that i should only judge quality when viewing on an ntsc monitor or good tv. the problem is that i'll ultimately be displaying these videos on my Dell LCD, so i've got to maximize what i've got. thanks to the discussion boards i have a short list of things to try now. thanks!
-heather -
Help with adding image onclick
Hey everyone,
I am making a simple game in AS3 and need help with adding an image once they have click on something.
On the left of the screen are sentences and on the right an image of a form. When they click each sentence on the left, writing appears on the form. Its very simple. With this said, what I would like to do is once the user click one of the sentences on the left, I would like a checkmark image to appear over the sentence so they know they have already clicked on it.
How would I go about adding this to my code?
var fields:Array = new Array();
one_btn.addEventListener(MouseEvent.CLICK, onClick1a);
one_btn.buttonMode = true;
function onClick1a(event:MouseEvent):void
fields.push(new one_form());
fields[fields.length-1].x = 141;
fields[fields.length-1].y = -85;
this.addChild(fields[fields.length-1]);
one_btn.removeEventListener(MouseEvent.CLICK, onClick1a);
one_btn.buttonMode = false;
//gotoAndStop("one")
two_btn.addEventListener(MouseEvent.CLICK, onClick2a);
two_btn.buttonMode = true;
function onClick2a(event:MouseEvent):void
fields.push(new two_form());
fields[fields.length-1].x = 343.25;
fields[fields.length-1].y = -85;
this.addChild(fields[fields.length-1]);
two_btn.removeEventListener(MouseEvent.CLICK, onClick2a);
two_btn.buttonMode = false;
//gotoAndStop("two")I don't know where you're positioning the button that should enable/disable the checkbox but for "one_btn" let's just say it's at position: x=100, y=200. Say you'd want the checkbox to be to the left of it, so the checkbox would be displayed at: x=50, y=200. Also say you have a checkbox graphic in your library, exported for actionscript with the name "CheckBoxGraphic".
Using your code with some sprinkles:
// I'd turn this into a sprite but we'll use the default, MovieClip
var _checkBox:MovieClip = new CheckBoxGraphic();
// add to display list but hide
_checkBox.visible = false;
// just for optimization
_checkBox.mouseEnabled = false;
_checkBox.cacheAsBitmap = true;
// adding it early so make sure the forms loaded don't overlap the
// checkbox or it will cover it, otherwise swapping of depths is needed
addChild(_checkBox);
// I'll use a flag (a reference for this) to know what button is currently pushed
var _currentButton:Object;
one_btn.addEventListener(MouseEvent.CLICK, onClick1a);
one_btn.buttonMode = true;
function onClick1a(event:MouseEvent):void
// Check if this button is currently the pressed button
if (_currentButton == one_btn)
// disable checkbox, remove form
_checkBox.visible = false;
// form should be last added to fields array, remove
removeChild(fields[fields.length - 1]);
fields.pop();
// clear any reference to this button
_currentButton = null;
else
// enable checkbox
_checkBox.visible = true;
_checkBox.x = 50;
_checkBox.y = 200;
// add form
fields.push(new one_form());
fields[fields.length-1].x = 141;
fields[fields.length-1].y = -85;
this.addChild(fields[fields.length-1]);
// save this button as last clicked
_currentButton = one_btn;
// not sure what this is
//gotoAndStop("one")
I'd also centralize all the click handlers into a single handler and use the buttons name to branch on what to do, but that's a different discussion. Just see if this makes sense to you.
The jist is a graphic of a checkbox that is a MovieClip symbol in your library exported to actionscript with the class name CheckBoxGraphic() is created and added to the display list.
I made a variable that points itself to the last clicked button, when the "on" state is desired. If I detect the last clicked button was this button, I remove the form I added and the checkbox. If the last clicked button is not this button, I enable and position the checkbox as well as add the form.
What is left to do is handle the sitation where multiple buttons are on the screen. When a new button is pushed it should remove anything the previous button added. This code simply demonstrates clicking the same button multiple times to toggle it "on and off". -
Seeking Help with Album Image Issues in iPod Classic
Hi folks -
I have a new 160 iPod Classic and have two album image-related issues I'd appreciate some help with.
In the case of several albums where I'd associated my own art with them in iTunes, the formatting appeared off in my iPod due to the vertical/horizontal proportions. So I corrected the images, replaced the images via iTunes, and re-synced. All of the old images were replaced - except for two. Is there any way to get my iPod to recognize the change to these two images, as it did for all the others?
Secondly, my "The Allman Brothers Band Live at Fillmore East" album was appearing twice in both the Cover Flow and Album list. That was strange, except that after the latest sync it now appears six times! It's only in one place in iTunes, and not erroneously set as a compilation or anything. This is the only album displaying this behavior...
Thanks for any suggestions or advice!
Frank
Message was edited by: frank3siYes my e-mail address is [email protected]
Thank you for your kind attention to my problem. I am looking for one on one brief consultation with my laptop in Cincinnati. If not then I will compose a clear question with VI.
These manuals are well known to me NI Visions Concepts ManualIMAQ Vision for LaVIEW User ManuelNI-IMAQ for USB Cameras My problem is moving to the next step of Create an array of USB imagePerform math on array Display results Sincerely,Tom Lohre cell 513-236-1704, [email protected] http://tomlohre.com/images/lafley.jpgAG Lafley, Chairman & CEO of Proctor & Gamble http://tomlohre.com/lafley.htm A.G. Lafley enjoyed hearing of Tom's painting robot and thought it played well to his new book: "The Game-Changer: How You Can Drive Revenue and Profit Growth With Innovation." http://tomlohre.com/newart.htm
Tom Lohre artist/scientist
Has a operating painting robot using RoboLab/RCX
Developing a LabView/ NXT robot that analyzes an image for aesthetic quality. -
Need some help with ".png" image.
Good day everyone. Here's the run down. I need to add an
image (image "A") ontop of another image (image"B"). Image "B" is a
paterned background. And Image "A" a logo with a transparent
background.
As it stands I have image "A" as a "png" and as you know....
they are fri**ing huge! Haveing it as a "gif" only presents me with
the IE6 problem of it adding a colored background to the image.
So I'm stuck! Can any one tell me or point me in the
difection of a tutorial to tell me the best way to add an image
with a transparent background in Dreamweaver.
Really need some help with this!
Thanks all!>Right you can see the work in progress here>
http://www.stclairecreative.com/DoughBoys_Site_Folder/home.html
Before going much further I'd recommend reconsidering the use
of a textured background. They are usually included for the benefit
of the site owner only, and likely to annoy visitors. Studies on
the subject suggest they often lead to usability problems. I do
like to header graphic, but at 200K it's kinda heavy and can
probably be optimized. -
Help with swap images using rollovers
I have a website created using DW CS5. Recently purchased FW CS5 to help with web graphics and design. I am trying to create a list of numbers that will swap with images. The intial page would simply be a list of numbers and 1 static image. Each number, when hovered will change the image with another. I've attempted this by first using DW and not having much success with FW either.
If able to complete this using FW, is it possible to export the file for use in DW? Then insert into an AP Div?You're over-complicating it.
Simply hit File>Save once you're done in photoshop.
ian -
Please can anyone help me. I am new to Action Script and flash and am having a nightmare unloading images. The code below works but I keep getting the following error messages:
TypeError: Error #2007: Parameter child must be non-null.
at flash.display::DisplayObjectContainer/removeChild()
at index_fla::MainTimeline/clickSection()
ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
at flash.display::DisplayObjectContainer/removeChild()
at index_fla::MainTimeline/clickSection()
Any help with this would be much appreciated.
var ImgReq01:URLRequest=new URLRequest("images/home/01.jpg");
var ImgReq02:URLRequest=new URLRequest("images/home/02.jpg");
var ImgReq03:URLRequest=new URLRequest("images/home/03.jpg");
var ImgReq04:URLRequest=new URLRequest("images/home/04.jpg");
var ImgReq05:URLRequest=new URLRequest("images/home/05.jpg");
var imgList:Array=[ImgReq01,ImgReq02,ImgReq03,ImgReq04,ImgReq05];
var imgRandom = imgList[Math.floor(Math.random()* imgList.length)];
var imgLoader:Loader = new Loader();
imgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
imgLoader.load(imgRandom);
function onComplete(event:Event):void
var randomImage:Bitmap = Bitmap(imgLoader.content);
randomImage.x=187.4;
randomImage.y=218.1;
addChild(randomImage);
//handle events for info buttons...
information. addEventListener (MouseEvent.CLICK, clickSection);
home. addEventListener (MouseEvent.CLICK, clickSection);
galleries. addEventListener (MouseEvent.CLICK, clickSection);
function clickSection (evtObj:MouseEvent) {
//Trace shows what's happening.. in the output window
trace ("The "+evtObj.target.name+" button was clicked")
//go to the section clicked on...
gotoAndStop (evtObj.target.name)
// this line is causing errors when navigating between the gallery and information buttons
var Image:Bitmap = Bitmap(imgLoader.content);
removeChild(Image);you really should be adding the loader to the displaylist, not the content.
try:
var ImgReq01:URLRequest=new URLRequest("images/home/01.jpg");
var ImgReq02:URLRequest=new URLRequest("images/home/02.jpg");
var ImgReq03:URLRequest=new URLRequest("images/home/03.jpg");
var ImgReq04:URLRequest=new URLRequest("images/home/04.jpg");
var ImgReq05:URLRequest=new URLRequest("images/home/05.jpg");
var imgList:Array=[ImgReq01,ImgReq02,ImgReq03,ImgReq04,ImgReq05];
var imgRandom = imgList[Math.floor(Math.random()* imgList.length)];
var imgLoader:Loader = new Loader();
imgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
imgLoader.load(imgRandom);
function onComplete(event:Event):void
imgLoader.x=187.4;
imgLoader.y=218.1;
addChild(imgLoader);
//handle events for info buttons...
information. addEventListener (MouseEvent.CLICK, clickSection);
home. addEventListener (MouseEvent.CLICK, clickSection);
galleries. addEventListener (MouseEvent.CLICK, clickSection);
function clickSection (evtObj:MouseEvent) {
//Trace shows what's happening.. in the output window
trace ("The "+evtObj.target.name+" button was clicked")
//go to the section clicked on...
gotoAndStop (evtObj.target.name)
// this line is causing errors when navigating between the gallery and information buttons
if(this.contains(imgLoader){
removeChild(imgLoader); -
Need help with adding images option
I was using the add images option a few weeks ago just fine.. using my tablet and uploading the images via usb. then all of the sudden it stopped working.
please help with this issue.
DannyA few questions. What result are you experiencing? Did PS Touch crash? Have you tried to force quit-and restart PS Touch? -Guido
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HI
I have recently shot a wedding with two bodies. Forgot to sync the bodies before hand and so left with images at massively different times. in lightroom i then changed to view by capture time and amended all the wrongly timed images. i am then left with all images in order and looking as i want. I then put them in a catalogue and a collection to be on the safe side and exported both. Whatever i do i see the exported images in my pictures in the same order they were in before i changed the capture time. i have tried to research this until im sick of it. I just cant figure out what is going wrong. Just tried to save to dvd instead and saved but again in the order pre correction? please helpHi did that this morning . I'm viewing in the exported named file in a
folder on the mac ... I've tried re naming , sort by capture time but the
minute I export , the exported file looks just the same as before I made
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Kim -
Beginner needs help with inserting images in applet.
// Name: Sachit Harish
// Name of Program: HorseRacing
// Date Started: May 15, 2003
// Date Finished: 2003
// Program Description:
import java.awt.*;
import java.applet.*;
public class HorseRacing extends Applet
// Button startGameButton;
InputField betAmountBox;
Image redHorse; //<---------//
// Button[] drawings = new Button[4];
// String[] labels = {"Face", "Cheese", "Stick", "Mashed Potatoes"};
// Method Name: init()
// Parameters Passed: None
// Data Returned: None
// Method Purpose: Where we initialise the InputBoxes and colors.
public void init()
// startGameButton=new Button("Click to Start Game");
// add(startGameButton);
/* for(int i=0; i<drawings.length; i++)
drawings=new Button (labels[i]);
add(drawings[i]);
inputBoxes();
setBackground(Color.gray); //background color
setForeground(Color.black); //input field text color
redHorse = getImage(getCodeBase(), "horse_red.GIF"); //<---------//
// Method Name: paint()
// Parameters Passed: Graphics variable screen
// Data Returned: None
// Method Purpose: Where the programs calls and collects all the methods.
// If high and low are not integers, an error message
// appears.
public void paint(Graphics screen)
//screen.drawString("HORSE RACES!!!!!", 40,60);
//startGameButton.move(50,300);
betAmountBox.setPosition(115,200);
startGame();
if(betAmountBox.isInt())
int betAmount=getBetAmount();
else
screen.drawString("ERROR: You have not entered an Integer!", 10,110);
screen.drawString(" Please correct your mistake.", 40,125);
/*int xPos=10;
int yPos=10;
for(int i=0; i<drawings.length; i++)
drawings[i].move(xPos,yPos);
xPos+=60;
screen.drawString("Click each button and get a surprise!", 10,50);*/
// Method Name: inputBoxes()
// Parameters Passed: None
// Data Returned: None
// Method Purpose: Where we initialise the inputboxes, set the size of
// the InputField and adds it to the screen. Also
// initialises the InputField to start with 1's
void inputBoxes()
betAmountBox = new InputField(5);
add(betAmountBox);
betAmountBox.initialise(50);
// Method Name: getBetAmount()
// Parameters Passed: Variable number
// Data Returned: None
// Method Purpose: Returns the variable number back to the paint()
int getBetAmount()
int betAmount=betAmountBox.toInt();
return betAmount;
// Method Name: action()
// Parameters Passed: Event variable evt, Object varible obj
// Data Returned: Variable true
// Method Purpose: This block responds when the user takes an action
// (such as hitting the return key). It causes the paint
// block to be done again
public boolean action(Event evt, Object arg)
Graphics screen=getGraphics();
if(evt.target instanceof Button)
if(arg=="Click to Start Game")
screen.clearRect(0,0,600,600);
startGame();
/*if(evt.target instanceOf Button)
if(arg=="Face")
screen.clearRect(5,55,400,400);
faceDrawing();
else if (arg=="Cheese")
screen.clearRect(5,55,400,400);
cheeseDrawing();
else if (arg=="Stick")
screen.clearRect(5,55,400,400);
stickDrawing();
else if (arg=="Mashed Potatoes")
screen.clearRect(5,55,400,400);
potatoeDrawing();
return true;
void startGame()
Graphics screen=getGraphics();
//Horse Racing Box
screen.drawRect(10,10,505,120);
screen.drawLine(60,10,60,130);
screen.drawLine(10,40,515,40);
screen.drawLine(10,70,515,70);
screen.drawLine(10,100,515,100);
screen.setColor(Color.red);
screen.fillRect(11,11,49,29);
screen.setColor(Color.yellow);
screen.fillRect(11,41,49,29);
screen.setColor(Color.blue);
screen.fillRect(11,71,49,29);
screen.setColor(Color.orange);
screen.fillRect(11,101,49,29);
screen.setColor(Color.black);
//Betting Box
screen.drawRect(10,150,280,100);
screen.drawLine(10,185,290,185);
screen.drawLine(80,150,80,185);
screen.drawLine(150,150,150,185);
screen.drawLine(220,150,220,185);
screen.setColor(Color.red);
screen.fillRect(11,151,69,34);
screen.setColor(Color.yellow);
screen.fillRect(81,151,69,34);
screen.setColor(Color.blue);
screen.fillRect(151,151,69,34);
screen.setColor(Color.orange);
screen.fillRect(221,151,69,34);
screen.setColor(Color.black);
screen.drawString("BET = ", 40,230);
screen.drawImage(redHorse, 200,200,300,300,this); //<---------//
The picture an't showing up... why? First time trying to insert images. (I made arrows where I did stuff with the image.)
-sachitBTW, ignore the buttons and stuff. I just quickly grabbed this file from an earlier button program. :p
-sachit -
Need help with Rollover Image cross browser problem
Hello,
I am having a cross browser problem with my websites rollover nav links. The trouble is, while they work perfectly fine in IE8 and IE9, I’ve also attempted to use them through Opera, and they simply don’t work. They don’t link nor do they do their rollover effect. And I was trying to figure out what I have done wrong. Currently the site is not completed, but the first two pages are, the “news” and “about me” pages are currently (as of right now) working. The address to the site is below.
http://maxmetal.xsustudios.com/index.html
I hope that someone can help me with this, if needs be I can put the code for the CSS and HTML into this part if it will save some time for everyone. Sorry too about the PNG images, I have to change those over to semi-transparent GIF’s yet so the site does take a while to load…
Hope someone can help me with this!
PALADINWhen I disable CSS in my browser, the rollover buttons work just fine. This tells me your CSS is messed up and you've layered something over your menus which is making them inaccessible to users.
I noticed you've applied relative positioning to just about everything on your page. Why? Default CSS positioning (unspecified or static) is all you need for 98% of layouts.
Learn CSS positioning in 10 Steps
http://www.barelyfitz.com/screencast/html-training/css/positioning/
My advice would be to start over using a pre-built CSS Template with all the divisions and columns you're likely to need for this project. Below are some good links to get you on the right track.
For professional CSS Templates that are rock solid & perform well in all browsers, visit Project Seven:
http://www.projectseven.com/products/index.htm
Ultimate Multi-Column Layouts
http://matthewjamestaylor.com/blog/ultimate-multi-column-liquid-layouts-em-and-pixel-width s
Not Just a Grid CSS Framework
http://www.notjustagrid.com/demo.asp
EZ-CSS Templates (watch the screencast to see how it works)
http://www.ez-css.org/css_templates
Dreamweaver CSS Templates for beginners
http://www.adobe.com/devnet/dreamweaver/articles/dreamweaver_custom_templates.html
New DW Starter Pages
http://www.adobe.com/devnet/dreamweaver/articles/introducing_new_css_layouts.html
Good luck with your project!
Nancy O.
Alt-Web Design & Publishing
Web | Graphics | Print | Media Specialists
http://alt-web.com/
http://twitter.com/altweb -
I've got this page with a Spry collapsible panel in
it. No problems getting that to work, but I'd like to be able to
use an image in the tab and have that image 1) change on click to
expand text and then 2) change back again on collapse text. I've
got #1 figured out but can't get the image to return back to its
original state on collapse. Basically, I'm using the image as a
"show detail" "hide detail" function. HELP! I know there must be a
way to do it. Or maybe a different way than Spry. You can view the
page at
http://www.ivy-design.com/tip/people.htmlivydesign123 wrote:
>
I've got this page with a Spry collapsible panel in
it. No problems
> getting that to work, but I'd like to be able to use an
image in the tab and
> have that image 1) change on click to expand text and
then 2) change back again
> on collapse text. I've got #1 figured out but can't get
the image to return
> back to its original state on collapse. Basically, I'm
using the image as a
> "show detail" "hide detail" function. HELP! I know there
must be a way to do
> it. Or maybe a different way than Spry. You can view the
page at
>
http://www.ivy-design.com/tip/people.html
Looks like you want to use a toggle image. Try adding this to
the script block at the top of the page:
function toggleShowHideImages(imgID, personName){
var img = MM_findObj(imgID);
if(img.src.indexOf('-hide') > -1){ // if showing the
hidden image
MM_swapImage(imgID,'','images/bio-'+ personName
+'-show.jpg',1);
else{ // if showing the show image
MM_swapImage(imgID,'','images/bio-'+ personName
+'-hide.jpg',1);
Then replace the current onmousedown with:
onmousedown="toggleShowHideImages('tmShow', 'mccleary');"
Also to get better/quicker responses, you should probably
post questions that have to to with Dreamweaver and general web
issues in the Dreamweaver group:
http://www.adobe.com/cfusion/webforums/forum/categories.cfm?forumid=12&catid=189&entercat= y
And ask questions that are specific to Spry in the Spry
forums:
http://www.adobe.com/cfusion/webforums/forum/categories.cfm?forumid=72&catid=602
Danilo Celic
|
http://blog.extensioneering.com/
| Adobe Community Expert
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