I need help with rectangle tool size/align

Hey there !
i've some trouble with a specific document. I could not align any rectangle or define a specific size. For exemple, i choose 600px x600 px in the top "menu" bar, illustrator change the values by 599,641 px
It's the same in inch, mm..ect
The second thing it's if i choose a specific coordonate to place the rectangle , it's change by illustrator.
Any ideas ?
I have not the problem on other document.
It's a 21 cm 21cm @ 300 dpi, proprotions 1
No grid activited or anything else to force the magnetism

It was, but it doesn't change :/
I've tried to created a new document, but with pixel dimension. then i change it in cm, and it's work..
but if my document is created in mm or cm, it's just not work
So i could not have a cm or mm document and precise rectangle size.. i have to create a whole number pixel document

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    It was, but it doesn't change :/
    I've tried to created a new document, but with pixel dimension. then i change it in cm, and it's work..
    but if my document is created in mm or cm, it's just not work
    So i could not have a cm or mm document and precise rectangle size.. i have to create a whole number pixel document

  • Need help with finding picture size

    ok here is  my problem i have this sphere and it works great except when you click the thumbnails to display the picture, depending on the size of the picture, the pictures can get pushed to far over, and i understand why. the x and y coord never change. now my idea is to get the size of picture and use that to adjust the x-coord accordingly. my question is. how do i get the picture size? if i can. do the pictures have to be in the fla?
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    especially if you use thumbnails of a different size than our thumbnails.
    var rad:Number=380;
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    var posY:Number=stage.stageHeight/2;
    The size of thumbnails. Change the values to reflect the size of your
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    var thumbHeight:Number=53;
    The thumbnail images have been imported to the Library and linked to AS3
    under the names 'Small1', 'Small2',....,'Small46'. The corresponding
    Bitmap objects will be stored in the array 'thumbsArray'.
    var thumbsArray:Array=[];
    The addresses of the images corresponding to the thumbnails are stored
    in 'picsArray'. The images will be loaded at runtime when the user
    clicks on each thumbnail.
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    to make thumbnails responsive to mouse clicks.
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    In order to depth-sort images on the sphere, we will need to keep
    track of their midpoints and the position of each midpoint in 3D.
    The midpoints will be stored in 'midsArray'.
    var midsArray:Array=[];
    The only part of our spherical menu that is hard-wired (and a bit harder
    to customize) is the number of thumbnails and their placement on the sphere.
    We have 46 thumbnails placed along 7 horizontal 'circles' on the sphere.
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    The first 'circle' is the north pole and contains 1 image; the second
    is the circle corresponding to the vertical angle of 30 degrees
    from the negative y axis. That circle contains 6 images. The next one,
    at 60 degree of vertical displacement contains 10 images;
    the one after that, at 90 degrees from the negative y axis, is the equador
    of the sphere and contains 12 images. Past that, we go symmetrically:
    10, 6, and 1 image at the south pole.
    All our arrays are organized to reflect that placement of thumbnails.
    For example, thumbsArray is an array of arrays, thumbsArray[i], where
    i corresponds to the number of each circle. thumbsArray[i][j] is the
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    var jLen:Vector.<Number>=new Vector.<Number>();
    jLen=Vector.<Number>([1,6,10,12,10,6,1]);
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    phi is the vertical angle measured from the vertical axis
    pointing upwards (in Flash's coordinate system this is the negative
    y-axis), theta is the horizontal angle measured from the
    horizontal axis pointing away from the screen; that is,
    the negative z-axis. phi changes from 0 to 90 degrees,
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    for the north and the south pole, for each circle
    the angular distance between thumbnails equals to 360 divided
    by the number of thumbnails on the circle.
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    var phiStep:Number=30;
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    of the image and changes along each circle;
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    //and rotation by the user.
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    var manualOn:Boolean=false;
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    board.y=posY;
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    loadBox.mouseEnabled=false;
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    loadBox.visible=false;
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    photoHolder.y=100;
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              board.addEventListener(MouseEvent.MOUSE_UP,boardUp);
              loader.contentLoaderInfo.addEventListener(Event.COMPLETE,doneLoad);
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        j=int(targName.substring(5,targName.length));
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    down from the north pole, etc. 'picsArray' is organized similarly.
    You can, of course, subsitute your own images, use thumbnails of
    dimensions different from ours. Changing the number of thumbnails and their organization
    would, however, require rewritting the script a bit.
    function setUpPics():void {
        thumbsArray[0]=[new Bitmap(new Small1(70,46))];
        picsArray[0]=["pic1.jpg"];
        thumbsArray[1]=[new Bitmap(new Small2(70,105)),new Bitmap(new Small3(70,105)),new Bitmap(new Small4(70,53)),new Bitmap(new Small5(70,53)),new Bitmap(new Small6(70,53)),new Bitmap(new Small7(70,53))];
        picsArray[1]=["pic2.jpg","pic3.jpg","pic4.jpg","pic5.jpg","pic6.jpg","pic7.jpg"];
        thumbsArray[2]=[new Bitmap(new Small8(70,53)),new Bitmap(new Small9(70,53)),new Bitmap(new Small10(70,53)),new Bitmap(new Small11(70,53)),new Bitmap(new Small12(70,53)),new Bitmap(new Small13(70,53)),new Bitmap(new Small14(70,53)),new Bitmap(new Small15(70,53)),new Bitmap(new Small16(70,53)),new Bitmap(new Small17(70,53))];
        picsArray[2]=["pic8.jpg","pic9.jpg","pic10.jpg","pic11.jpg","pic12.jpg","pic13.jpg","pic1 4.jpg","pic15.jpg","pic16.jpg","pic17.jpg"];
        thumbsArray[3]=[new Bitmap(new Small18(70,53)),new Bitmap(new Small19(70,53)),new Bitmap(new Small20(70,53)),new Bitmap(new Small21(70,53)),new Bitmap(new Small22(70,53)),new Bitmap(new Small23(70,53)),new Bitmap(new Small24(70,53)),new Bitmap(new Small25(70,53)),new Bitmap(new Small26(70,53)),new Bitmap(new Small27(70,53)),new Bitmap(new Small28(70,53)),new Bitmap(new Small29(70,53))];
        picsArray[3]=["pic18.jpg","pic19.jpg","pic20.jpg","pic21.jpg","pic22.jpg","pic23.jpg","pi c24.jpg","pic25.jpg","pic26.jpg","pic27.jpg","pic28.jpg","pic29.jpg"];
        thumbsArray[4]=[new Bitmap(new Small30(70,53)),new Bitmap(new Small31(70,53)),new Bitmap(new Small32(70,53)),new Bitmap(new Small33(70,53)),new Bitmap(new Small34(70,53)),new Bitmap(new Small35(70,53)),new Bitmap(new Small36(70,53)),new Bitmap(new Small37(70,53)),new Bitmap(new Small38(70,53)),new Bitmap(new Small39(70,53))];
        picsArray[4]=["pic30.jpg","pic31.jpg","pic32.jpg","pic33.jpg","pic34.jpg","pic35.jpg","pi c36.jpg","pic37.jpg","pic38.jpg","pic39.jpg"];
        thumbsArray[5]=[new Bitmap(new Small40(70,53)),new Bitmap(new Small41(70,53)),new Bitmap(new Small42(70,53)),new Bitmap(new Small43(70,53)),new Bitmap(new Small44(70,53)),new Bitmap(new Small45(70,53))];
        picsArray[5]=["pic40.jpg","pic41.jpg","pic42.jpg","pic43.jpg","pic44.jpg","pic45.jpg"];
        thumbsArray[6]=[new Bitmap(new Small46(70,53))];
        picsArray[6]=["pic46.jpg"];
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    We literally build our sphere.
    function buildSphere():void {
        var i:int;
        var j:int;
        var tStep:Number;
        var pStep:Number=phiStep*Math.PI/180;
        for(i=0;i<7;i++){
            holdersArray[i]=[];
            midsArray[i]=[];
            tStep=thetaStep[i]*Math.PI/180;
            for(j=0;j<jLen[i];j++){
                midsArray[i][j]=new Vector3D(rad*Math.sin(i*pStep)*Math.sin(j*tStep),-rad*Math.cos(i*pStep),-rad*Math.sin(i*p Step)*Math.cos(j*tStep));
                holdersArray[i][j]=new Sprite();
                holdersArray[i][j].name="pic"+String(i)+"_"+String(j);
                holdersArray[i][j].addChild(thumbsArray[i][j]);
                thumbsArray[i][j].x=-thumbWidth/2;
                thumbsArray[i][j].y=-thumbHeight/2;
                spSphere.addChild(holdersArray[i][j]);
                holdersArray[i][j].x=midsArray[i][j].x;
                holdersArray[i][j].y=midsArray[i][j].y;
                holdersArray[i][j].z=midsArray[i][j].z;
                holdersArray[i][j].rotationX=phiTilt[i];
                holdersArray[i][j].rotationY=-j*thetaStep[i];
          zSortPics();
    'zSortPics' depth-sorts all thumbnails corresponding to each view of
    the sphere. It sorts thumbnails by removing them (or more precisely
    their holders, holdersArray[i][j], as children of spSphere and then reassigning
    them based on the z-coordinates of their midpoints.
    function zSortPics():void {
        var distArray:Array=[];
        var dist:Number;
        var i:int;
        var j:int;
        var k:int;
        var curMatrix:Matrix3D;
        var curMid:Vector3D;
        curMatrix=spSphere.transform.matrix3D.clone();
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                for(j=0;j<jLen[i];j++){
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                dist=curMid.z;
                distArray.push([dist,i,j]);
          distArray.sort(byDist);
          for(k=0;k<distArray.length;k++){
              spSphere.addChild(holdersArray[distArray[k][1]][distArray[k][2]]);
              holdersArray[distArray[k][1]][distArray[k][2]].alpha=Math.max(k/(distArray.length-1),0.5) ;
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            return -1;
          } else if (v[0]<w[0]){
            return 1;
           } else {
            return 0;
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    Note we are setting the z coordinate to 0 before rotation. Otherwise,
    the non-zero translation coefficients produce undesirable effects.
    Note also that we do not use this function in 'autoRotate'. That is because
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    axis. That means prepending rather than appending rotation.
    See the function 'autoRotate' above.
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          spSphere.z=0;
          spSphere.transform.matrix3D.appendRotation(rotx,Vector3D.X_AXIS);
          spSphere.transform.matrix3D.appendRotation(roty,Vector3D.Y_AXIS);
          spSphere.transform.matrix3D.appendRotation(rotz,Vector3D.Z_AXIS);
          spSphere.z=rad;
          zSortPics();

    I won't be searching thru all that code to try to find something relevant to your post, but if you are using a Loader to load the images, you can get the width and height as soon as the loading is complete using the loader object (loader.width, loader.height).  You just need to wait until loading is complete, so you'll need a listener for that if you don't have one already.

  • Totally frustrated. Need help with type tool in CS2.

    Must start by admitting I'm embarrassed to have to even find myself asking this question. . . But after working with PageMaker since Ver. 2.0 in the early '80s, finally was forced to switch to CS2 when I had to replace my Mac/Intel computer 3 (or was it 4 years ago?). Did so fighting and cursing all the way, and I'm still having trouble typing in Photoshop . . . not just today, but EVERY TIME I sit down to work on a project.
    Most are brochures and display ads, and though friends and colleagues insist my real problem is that I should be setting them up in InDesign, I'm convinced it's easier to work on graphics and text simultaneously in Photoshop.
    My problem is in grabbing text blocks in order to edit them. Occasionally I'm able to highlight the text I need, but usually I keep getting new type layers instead. I know it should not be this difficult, but as soon as I select the text with the cursor, I get a new, empty text box.It doesn't seem to matter if I am in the layers or edit mode.
    I may not be the most technically advanced Adobe user, but I'm not stupid. What the heck am I doing wrong? Can someone please steer me right?

    Try this on for size:
    Type Tool Tips for Photoshop
    Most folks understand how to create text in Photoshop. You select the Type Tool from the Toolbox, or you tap the "T" key on your keyboard. Then, in the Character Palette you set the attributes for font, color, size, etc. A simple click in your document window will mark the spot where you may begin typing unbounded "point" text. Or, you click and drag in your document window to create a paragraph text box. Type out your text, then tap your "Enter" key to commit the text to its new layer.
    It's pretty straightforward, and Photoshop offers a decent set of tools to adjust how your text looks. One hitch that long-timers will tell you about, though: It's generally accepted that Photoshop isn't the best application to be using if you have to have to create a lot of text because it doesn't have all of the adjustment functions necessary to produce large amounts of professional-quality text. Well, the real world being what it is, sometimes, and for some users, Photoshop is the only application they have to work with; might as well make the best of it, right?
    So, once you have text entered onto a layer in your document, how do you then reselect iteither all of it or just a portion and navigate through it easily? What follows will answer some of those questions.
    Note: The keyboard shortcuts that follow assume you are using a Mac. If you're using Windows, substitute the CTRL key for "Command."
    Double-Click on the boxed 'T' thumbnail on the desired Text Layer in the Layers Palette. This will select and highlight all of the text on that layer.
    Then, if you want, you can use some keyboard shortcuts to move the "Blinking Bar" Type Tool cursor through the text.
    Assuming that your text is enclosed in a click-and-dragged out paragraph text box--When all text is highlighted:
    "Home" key will move cursor to the beginning of first line of text.
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    "End" key moves cursor to the end of the line it's in.
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    ~~ CSS Templates |Tutorials |SEO Articles ~~
    http://www.DreamweaverResources.com
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    http://www.csstemplates.com.au
    > I would like to allow users to easily change the text
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    Murray --- ICQ 71997575
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    ==================
    http://www.projectseven.com/go
    - DW FAQs, Tutorials & Resources
    http://www.dwfaq.com - DW FAQs,
    Tutorials & Resources
    ==================
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    #log4j.appender.CRSDBAPPENDER.sql=INSERT INTO LOG (computername, crsservername, logtime, loglevel, threadname, filename, linenumber, logtext) VALUES ("%X{myComputerName}", "%X{crsServerName}", "%d{dd MMM yyyy HH:mm:ss,SSS}", "%p", "%t", "%F", "%L", "%m")
    ------------------------------- end of log4j.properties file ------------------------------
    Here is the directory structure of my program. My log4j.properties file and HelloWorld.class file are residing in folder HelloWorld\bin.
    HelloWorld\bin
    HelloWorld\lib
    HelloWorld\src
    Please note - The same program works fine for console and file appender when I comment the database appender part in my properties file.
    Thanks
    Ravinder

    try this :
    log4j.appender.PROJECT.Append=false

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