I'm trying to add an image to my readme but I can't get it to render.
As far as I can see online my current setup should work.
My folder structure is like so:
And then I tried to use the image located in the resources directory, but that did not work:
![Architecture view for AllProjects.png](./Resources/Architecture-view-for-AllProjects.png)
Any suggestions?
This seems to work well for me: Replace the space with or %20.
![Architecture view for AllProjects.png](./Resources/Architecture%20view%20for%20AllProjects.png)
![Architecture view for AllProjects.png](./Resources/Architecture view for AllProjects.png)
Result:
Your file is Architecture view for AllProjects.png so if you add - all should be fine.
Please check out here - Spaces in path to image file.
I tried encoding it with %20 but link was still broken. So your only/best way is to add - to the name.
Hi I would like to make small modifications to an existing plugin (Nativescript-BitmapFactory) because rotating in ios rotates the image out of view. I modified the code in the mode_modules\nativescript-BitmapFactory directory but when i run to ios the original file gets pulled from "https://registry.npmjs.org... Please advise.
I changed the rotate-function in the BitmapFactory plugin and this works perfectly !!!! alse the resize plugin was altered.
The rotate function in the NativeScript-Bitmapfactory does not work for me. So i put the bitmap-factory plugin in my project and changed the require statements to include the correct path... works like a dream !
In my TYPO3 7.6.4 when I set up a text & media content element and add a picture it is displayed too large, like its shown in the screenshot
Is there a possibility to fix that? and how?
To make the image procession in TYPO3 work, make sure that
you have installed either GraphicsMagick or Imagemagick on your system
you put the correct path to the binary in [GFX][im_path]. E.g. /usr/local/bin/
you put gmor im6 into [GFX][im_version_5] depending on what you are using.
you set [GFX][image_processing] to 1.
You can change these values in the install tool under "all configuration" in the GFX section.
You should also clear your processed images in the install tool ("Clean up" section) to make sure they are generated with an updated configuration:
Your image processing tests should look like this:
Maybe your PHP is configured to not execute binarys on the server, so ImageMagick can't be launched.
Check "System evironment" in the install tool for some errors or check if the php setting disable_functions containts exec.
if IM/GM is working well (install_tools test are ok) and the thumbnails in file list module are computed correct its the preview in the content elements.
Have a look at the preview definition of your content elements: is the HTML and CSS correct to show the image inside the preview area of that contentelement?
We recently moved a working installation of our typo3 website to another server and now some images are displayed wrong. They are being resized (displayed smaller than they actually are) and the anchor tag has this source:
src="/index.php?eID=tx_nawsecuredl&u=0&g=0&t=138......b&file=fileadmin/templates/../images/clear.gif"
As you can see, we use the naw_securedl extension. When I remove everything of the link until fileadmin (/index.php?eID=tx_nawsecuredl&u=0&g=0&t=138......b&file=) the image works, but of course this is not the sense of securedl.
Does anyone know a solution for this? I tried to figure out that is could be the setting "linkFormat" which is currently set to
/index.php?eID=tx_nawsecuredl&u=###FEUSER###&g=###FEGROUPS###&t=###TIMEOUT###&hash=###HASH###&file=###FILE###
and I updated the .htaccess file but it doesn't change anything...
Any help is appreciated. Thanks!
I have create an application on iphone using objective-c.In this application i am just displaying different players images stored in one folder, which will be run perfectly on simulator. But when I deploy it on iphone it is not showing the images of the player.
for that the code is:
UIImageView *imageplayer = [[UIImageView alloc]initWithFrame: CGRectMake(imgx, imgy+45,135,150)];
imageplayer.image = [UIImage imageNamed:playerpng];
if(imageplayer.image == nil)
[imageplayer setImage:[UIImage imageNamed:playerjpg]];
if(imageplayer.image == nil)
[imageplayer setImage:[UIImage imageNamed:#"noimage.png"]];
[self.view addSubView:imageplayer];
Plz solve this query.
Thanks in advance
Sometimes xCode doesent update correctly the bundle, try cleaning and building again.
I am currently experiencing this problem as well. I was able to correct it after a bit of debugging and reviewing the build file.
When I do an ls -l, I noticed that some of my png files have a # symbol beside the permissions. When I followed that up with a ls -l#, it showed that the files with an '#' had an attribute set 'com.apple.quarantine'. This attribute is given to a file (often from a zip, jar, or other executable) that is downloaded from the net. You can get rid of this attribute by performing:
xattr -d com.apple.quarantine *.png
Then, select the images in XCode, and check that the checkbox under the target is checked. In my case, it was not, so the images weren't being included in the bundle.
I had the same problem, solved by using all lowercase for the file name in code - image.jpg, but it does not seem to make any difference what case the actual file name is, e.g. Image.jpg
check name of image file. It must be "noimage.png"
not Noimage.png or noimage.PNG
Just to clarify, does the "noimage.png" display, or is the program loading a player image but failing to display it? Or is nothing loading.
These should easily be determined in debug mode.
A few additional things to check...
1) Just for testing, start out with PNG versions of the player files. This is the primary format on the iPhone and might eliminate a file format issue or other anomaly that the simulator is not sensitive to.
2) With regard to fixing in an image editor, specifically make sure that the image is set to a DPI of 72 pixels/inch. The iPhone and particularly Interface Builder are very sensitive to this being correct and will sometimes not display or will display a very blurred version of the image if incorrect.
3) Make sure the image(s) haven't been added multiple times (from different directories and/or to different group folders). We encountered a situation where we had inadvertently imported the same images at two different layers within the project hierarchy and this can cause unexpected behavior within the iPhone (selecting randomly or failing to select).
4) Make sure the Get Info -> Targets has your particular target checked. The simulator may still see the image but it will not get deployed to the iPhone.
5) Make sure you can view the image within XCode and that it looks correct.
Barney
This happens to me sometimes. I once spent half a night trying to figure out what was wrong. In this end, this is what worked: open the image with an image editor and save it again. That's all. I'm using the free Acorn image editor to do this. Haven't tried it with Photoshop. (After all, it seems that Photoshop might be responsible for introducing the error in the first place, although that's far from sure.)
I don't know what causes the problem. I usually get it when I use png files that have been sent to me. Could be a simple file permissions problem, or some more subtle problem with the image format. I would be very interested in hearing the opinion of better-informed people.
In any case, if all else fails just try this: open the image with Acorn, save over the original file. Works for me.
Make sure the image files are added to your XCode project.
After some investigation, Michael's comment seems to have a solved it for me. I had all lower case as the file name but was following variable convention and had the png file with an upper case for the second part of the file name. Here my file was putback.png but was referenced in my code as putBack.png
UIImage *putBackImage = [UIImage imageNamed:#"putBack.png"]; //wrong
UIImage *putBackImage = [UIImage imageNamed:#"putback.png"]; //correct
Select correct target while adding image files to your project. Following are steps to make it further clear
Select Add Files to "YourProjectName"
In opening window there is an "Add to targets" option at bottom that shows all available targets
Check target or multiple targets in which you want to add images
Press "Add" button and you are ready to go