How do I make the size of my photos the same? - code.org

I have three photos on my web page. One is the perfect size one is to small and the other is to big. I need them all one size that are not to big and not to small.I tried changing the amount of pixels to change the sizeing but nothing happened

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Publishing Multi size Images in Google Web Desinger have ... scrollbars

I'm realy buffled here, i'm getting scrolbars on my published multi size images in Google Web Deigner.
So, I just want to create multiple sizes of image ads in Google Web Designer.
I go to File / New file / and i select Image (new) and multi size format. In my Responsive window i select multi-size layout, and i select 2-3 different sizes (ie 300x250, 970x250, 300x600).
Next, i import some images in the Library, and i do my design setup for each size in Edit Base document. Then, i make the needed changes for every size.
Bare in mind that since my sizes are completely different, my imported image in some of them is bigger than my actual ad size and leaks out of the borders of the ad.
When i Publish, in every size that my image is bigger than the ad size, i get... scrollbars in my result.
I'm using version 15.0.1.0922 In Windows 10
What i'm i doing wrong? I can't find any posted bug in Google Search, so, any ideas would be appreciated...
Same problem but no answer. I made the ad bigger and cut it out by hand.
New update really ain't good, Googles doing a very poor job.

Handle too many textures Unity

At present one of my quiz game require, many images of flowers based on questions asked.
I can say total 250+ images with resolution of 512x435 each.
Plus other games textures get loaded at a time.
So when game screen get opened which showing all these images, its on the spot get crashed.
I am testing this on iPhone devices. So how to handle these many textures? I was stuck in this point.
Here is overview of flowers textures.
I was displaying all these in grid view so in one scrollable screen all get displayed.
Now I hope, you understand my side point of view.
You need to reduce the amount of these images that are loaded at once, try keeping most of those images rendering components disabled using some sort of managing script when you are not seeing them, rather than simply putting them off camera and try to moderate the amount that are rendered at once. If this does not work the problem might be that the total size of the images is bigger then the amount of ram your device has. Even the IPhone X has only 3GB of ram, check if your images in total are bigger than or close to the 1GB-3GB range, unity remote 5 is probably storing these images in ram or temporary memory. It is always a good idea to try to compress your images when working with a mobile device anyway, try to put them into a texture atlas or lower the quality of them until the iphone can handle it, you should never rely on mobile devices to render tons of images at once.
Wow. That's a lot of flowers....
Okay if you need all of those textures, and you're only displaying them in the editor, I'd group them into folders.
Even if you sort the blue from the red..... etc just human readable directories it will help out a lot as you won't load ALL of your images at once.
If you are loading all of those textures at runtime, which I don't think you would as unity optimizes your built executable, I would recommend against loading all of the images at once because you will use a lot of RAM, especially if those images are 512px or larger.
With in the application you could split them into 25 at a time on the screen and you could swipe to the right to go to the next 25 or swipe back to the previous. This is how i solved a similar problem in unity a while back.

Help required to attain the actual image size

Saving images to a given location
i followed the above link and it works but i dont get actual image size...it is much bigger...
how can i fix it...
Thanks for any help
How do you mean - bigger?
The screen is 320x480 pixels. So if you the view you're saving is the whole screen, that's what you'll get.
Depending on your (computer) screen resolution, this may look quite big or quite small, and will almost certainly look different than the actual size of the iphone screen.

iPad Catalog app with 1000s of images

I am building an apparel catalog on the iPad. The app will contain over 2000 jpg product images at 2048 x 1536 # 72ppi, plus 2 sizes of thumbnails for each image. The large size of the primary images is to allow for zooming in on the products at reasonable resolution. The larger thumbnails will be displayed on each page to show alternate colors for each product. The smaller thumbnails are used in a side-scrolling pop-up filmstrip-style page browser.
I am dynamically resizing the larger thumbnails from the full-sized images as each page is displayed (in a paging UIScrollView). The smaller thumbnails are pre-rendered in photoShop to maximize the performance of the side-scrolling page browser.
Aside from the space taken up on the device from so many images, what other issues or concerns are there around the large number of images in an app like this? Memory management is under control because I am paging the large images in and out as needed as the user moves between pages in the main UIScrollView.
You are going to want to take a look at the PhotoScroller sample code. Those are mighty large images, and will cause your app to crash with the amount of memory they consume.
To page between pages, that means you'll have 2 images always loaded. If you can tile the images, I strongly suggest you do, that will further reduce your memory footprint.
Keep in mind that just because you can use say, 80 MB of memory for your application, does not mean you SHOULD use that much. Be a nice neighbour, your application will run along side other applications which themselves, use memory. Try and reduce your footprint however possible.
If you are dealing with the large image memory management properly (by tiling) and your customers are aware of the sizes of the app and/or downloads then there really isn't much other concerns.
The iPad has enough processing power to handle this kind of image processing pretty swiftly, but I wouldn't expect this to run great on an older iPhone.
To prevent crashing, I would quadruple check that your memory management works the way you say it does, and that you definitely don't ship with NSZombieEnabled on.
In my opinion, if you're dealing with that much data you should build a hybrid app, and host all the images on a web server somewhere. An image that size can approach 1 MB: 1MB * 2000 images = 2 gigabytes of storage space on the phone consumed.

Is there any problem for loading images more than 200 from resource folder?

My application contains more than 200 images each with size approx. 15 KB. I want to flip these image one by one. Is there will be any time lag for loading images? Is there any alternate method for doing that?
Anyone please help!
My application contains more than 200 images each with size approx. 15 KB. I want to flip these image one by one.
OK.
Is there will be any time lag for loading images?
Maybe. Try it and see. If there is, run your app under Instruments to see what really caused it.
Is there any alternate method for doing that?
You haven't proposed a primary method to be alternate to.
The main thing is that, since this is an iPhone app, you're probably not going to need 200 images loaded at once. Consider the Home screen: Those icons are about as small as is practical, and there are only 20 (24 on the iPad) of them on the screen at one time.
Assuming you want to allow scrolling or paging through the list, you'll probably want to keep a pageful up and a pageful down already loaded and flipped and ready to display, to make scrolling/paging faster. That's still only 60–72 images, and you can do half to two-thirds of them after displaying the visible 20–36.
Moreover, are the images always flipped? If so, then flip them at build time and copy the flipped images into your app, and do no flips at runtime. Then you're just displaying images.