Image reload out of cache - image

I have some pack of images. I am rotate them on the server side, they keep the same name and to make them visible i am adding ?rand() after rotation. It is working on small images but on huge ones it's not, i don't know why.

OK, i figure it out. I just made different url completelly, add /:junk to it and it worked out.

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Show images very fast, picturebox/panel to slow

Okay the Title can be misleading.
But it´s like this.
I have made an application that constantly sends Images from Client A to Client B.
When Client B receives the image, it will replace the last image.
I currently use Picturebox or Panel, so pretty much:
panel1.BackgroundImage = Image.FromStream((MemoryStream)NetSerializer.Serializer.Deserialize(tt1.GetStream()));
It looks weird though, but as you can se, it will just change the image, when it´s there.
This all goes well up to about 800x600, then it will bottleneck.
I don´t know the update frequency, but i am guessing it´s around 60fps, as i am taking screenshots from my desktop or particular windows.
The bandwidth is not the problem here as long as i don´t use .bmp at 800x600+ of course.
Anyway, my question is, what can i use to replace this way of showing images?
I am guessing something with Directx/OpenGL or something?
Sadly i haven´t found a way to even display an image with that, though then again, i have a hard time understanding it.
I am open for suggestions and examples.
EDIT:
I am thinking, maybe to use WPF to just show the image.
But i don´t know if i can change the background image from a winform, so if it´s possible then i am all ear.
Thanks

Provided og:image is not big enough

Since some days I'm experiencing this problem.
Here is my debug
The image provided is bigger than 200x200 px, it has unique link and there is any redirection on that page.
Linter response is 200.
When I copy and past page's link on fb it give me the choice between 3 images that are smaller than 200x200px and the one I've provided is ignored.
But If I try to share it through "Like button" or "Send button" it works fine.
It sounds like a fb Bug.
Thx
I solved using informations from this and this posts.
You can try using an image that is bigger than 200x200, with dimensions multiple of 100, and squared.
Other useful stuffs are using jpg extension, host the image in the same server of the website and avoid any "strange" chars in filename.
I tried many of the suggestions on this post and others to no avail. The thing finally worked for me (which I have not seen elsewhere) was to add the correct prefix to the element which I previously was missing entirely.
<head prefix="og: http://ogp.me/ns#">
Not sure if that actually fixed the problem for good or it just jogged the debugger into re-scanning the image (properly) but hopefully it helps someone else.
I got it done by renaming the image and the og:image url. Give it a try.
I have been struggling with this for a while too. I have tried all shapes and size for the image, renaming it, adding specific og:image:height and :width tags, etc.
The way I 'solved' it is just putting the image I want to show up in the website's root directory and point in og:image to another (1500x1500, btw) image. Facebook linter then tells me that it will use the image in the root directory. And that just works fine ;-)
Even if your image size is not in multiples of 100, it should work if your image is in jpg or jpeg format.
If your image is in png format, no matter what the size is, it will not work. This is based on my tests only. I would like to hear from other devs here.
I use png's all the time. I always use 1920 x 1080 because they look so good on Facebook shares. 85% of the time they work, sometimes they don't. Sometimes I delete and reload the same photo without renaming or changing a thing and it all of a sudden works. I'm not a real dev so that's all I can offer.
I tried most of these suggestions - double-checked the <head> prefix, tried adding the javascript sdk, tried square images, sourcing from different locations, simplifying the file name...
What finally worked was making sure an <img> tag for the same image appears in the body! I hid it with CSS / inline style.

White rectangles appear when adding moviclips to the stage

I'm working on a pretty complex AS3 project. I have a few "screens" (which are just movieClips I add to the stage), which contain several .PNG images. These images are loaded dynamically from files on my server. They display correctly, but sometimes (and only in Chrome, as far as I can see) I also have white rectangles appearing beside these images, or where they used to be after I remove them from the stage.
I have been trying to solve this for a few days now, and still have no idea why this is happening...
PROBLEM SOLVED!
After many frustrating tests, I have changed the wmode from transparent to opaque, and voila... everything works as expected. I have no idea why, but it works well now...
Thanks for the advice!

KineticJS shape over image

I want to draw some shapes over an image.
After the image is loaded and added to the layer, I use the moveToBottom() function, which works for shapes but doesn't seem to work with images.
I've tried to use moveToTop() on the shapes, but still no luck.
Important note: I have to keep them on the same layer, so the obvious solution to put the image in another layer is not an option.
http://jsfiddle.net/hukNL/
This concept shows that layering functions work, so the error is somewhere else in your code.
First of all, you want to be using the newest KineticJS 4.3.1, then you want to make sure that if you are dragging images that you disable putting them in the dragOnTop layer that is now featured in the newer releases. Lastly, if nothing else works, then you could manually debug your code by checking the z-index of each item by using:
.getZIndex()
Also, if you would like more help, post some code so others can help you debug it.

Image thumbnails as links

im building a webshop in Drupal and i was wondering if you could help me with the following problem:
I got one big image frame (500x500) and 5 little image thumbnails(95x95) underneath the big one.
How can i realise that if the visitor clicks on the thumbnail, the big image frame gets filled with that specific image?
jQuery is the right direction, but the strength of Drupal is based on doing things "the drupal way", which means, I guess in your case, to use Views as the origin for the thumbnails using imagecache + lightbox, and somehow change the main "frame".
I used jcarousel in some cases (for different but similar uses) and it works nice. I guess it is possible to trick it to do what you need, or - better - to find an existing module that do what you want.
I know, many Drupal buzzwords, and a stiff curve to overcome, but this is the right direction in case you want to base your site on Drupal.
If you don't need all of these, and want a static page+jquery, Drupal might be an overkill altogether.
If you use Views, Imagecache, and the Lightbox2 module, you can create image galleries out the arse and tell it to link the field to its large size and use Lightbox2 as the method. This is how I do most of my galleries.
Drupal uses jQuery so you can write a simple jQuery script to handle this (not sure if there's already a plugin to do that). Just add all the img tags (make sure all of them except the first one are hidden[display=none]). Then when a thumbnail is clicked/hovered do a $(big_img_holder).replace() with the tag for the image to be shown. Tell me if you want to see some code and I'll try to show you.
You can see this plugin as an exapmle. Just replace the numbers on the right with thumbnails and you're ready to go ;-)

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