PHP Random Image extension

I am trying to use the generator of random images from PHP, but I do not know where to specify the size that I want all the photos coming in the code. I created a test page "php" and inserted the code where I want to display images, but they are too big and shake the entire page. Is there a way to tell him that all images must be called to 240 (width) x 350 (height)? Any help would be greatly appreciated. The reason why I'm doing it is because there are about 200 images (of students) in this folder and each picture separately coding is much too long.

Kind regards
RM (using DW MX2004)

Do not take into account... I thought about it. It turns out that the best solution would be to have your original image saved with the correct size. I was able to include PHP in a directory containing images with dimensions of said and it worked like a charm.

Kind regards.

Tags: Dreamweaver

Similar Questions

  • Random Image Script need with links

    I need a script for random images on my home page. I need the image to have its own link depending on which image is displayed. I would like a script php (no database) if possible

    I thought about it by doing a random include

    <>
    srand (Time ());
    $random = (rand () %3);
    require_once("./$random.php");
    ?>

  • In Firefox 8.0, why some seemingly random images appear as solid black boxes? These images are available if clicked. (Cache has been compensated; no effect)

    In facebook, images sometimes appear as it should be, and then they gradually move to the black. Although it seems that the affected images are random, images that black initially remain consistent in their behaviour during visits.

    Install the latest version of Flash Player seems to fix all instances of the problem. Thank you for your help.

  • How to use windows search to search the contents of a bunch of files with random names / extensions?

    How to use windows search to search the contents of a bunch of files with random names / extensions? Plain txt files say 1,000 with random name of file extensions?

    You can always search within those, but you need to add extensions to the file system so that it knows to look inside these files.  You said that you have a lot, so it's perhaps tedious.  Here's How to search within several types of files.

    One thing you could try is rather to make a copy of this file, rename all the files to the same extension (even an extension false for example something.bill) and perform your search on this band.  Just an idea.

  • Please help (Urgent), canvas of HTML5 of Random images (no repeat frames) for Adobe animate CC

    I have a very strange problem, I'm a designer, little programming, who now works in HTML5 canvas project.

    I applied the code

    this.btn.addEventListener ("click", fl_MouseClickHandler.bind (this));

    function fl_MouseClickHandler()

    {

    this.gotoAndPlay (Math.round (Math.random () * 5));

    this.gotoAndStop ();

    }

    This code works Random images.

    but my problem is some time by repeating frames occurs.

    Please check my sample

    http://dsrengineering.com/test/Random2.html

    Download File Source (Animate CC)

    http://dsrengineering.com/test/Random2.fla

    If you want to play each image once, randomly selected you can use:

    frameA var = [];

    var index = 0;

    for (var i = 0; i)<>

    frameA.push (i);

    }

    Shuffle (frameA);

    This.BTN... etc

    function fl_MouseClickHandler() {}

    this.gotoAndStop (frameA [index]);

    index ++;

    {if(index>=This.totalFrames)}

    do something. for example, redesign frameA, or not.

    }

    }

    function shuffle (a) {}

    var p;

    var t;

    Ivar var;

    for (ivar =. Length-1; Ivar > = 0; Ivar-) {}

    p = Math.Floor ((Ivar+1) * Math.Random ());

    t = a [ivar];

    a [ivar] = a [p];

    a [p] = t;

    }

    }

  • Display a random image whenever the page is refreshed...

    Hello

    I am creating a website using MUSE. Everything is ready, but there is a prob... I have 200 different images to display on my site. How can I set up to display a random image whenever the page is refreshed?

    You can use the slideshow widget "full screen" on your master page with the following parameters:

  • random image widget

    Does anyone know the calendar of availability or development of a widget for 'random image' triggered by the page refresh or the option to add a currently?

    You can do this by just a basic slideshow.  Drag the images you want to shoot randomly in the gallery.  Click on each item (forward and back arrows, image number display) and remove those.  The gallery will stay without the extras, then set your slideshow to this settings:

    whenever the page refreshes it will randomly pull what appears.  without AutoPlay it will not play another image, without controls or on call there is no user control, so you have an image randomizer

  • Press the button to display a random image

    Hello

    I'm used to working with the timeline and don't often go into the side of the things actionscript.

    I created a second animation 60 an hourglass timer countdown, and next to him, is a map showing a Word. I need this whole animation to play when you press a button 'start game' and also I need the word on the card to be a word at random. All the words are saved as separate vector files for now.

    What is the best way to handle this in the timeline, and what would be the code to display a random image?

    The only discussion I found on these are memory games and they are more complex for what I need!

    I just thought I would put the answer incase anyone needs help with that.

    In the end, I added each image as a picture on the same layer in a clip and added a stop(); action to each image.

    I added this line of code for the keyframe with the movieclip on the timeline:

    This. MovieClipName.gotoAndPlay (Math.round (Math.random () * 4));   4 set up the number of images that you have in the movieclip

    Works great so far - I'll let know you if he throws up additional problems

  • Loader + Math.Random: why is NombrAl not load random images

    Why this code does NOT load a random image, despite the random number of tracing?

    package {}

    import flash.display.Loader;

    import flash.display.Sprite;

    import flash.events. *;

    import flash.net.URLRequest;

    import flash.display.MovieClip;

    SerializableAttribute public class LoaderExampleTwo extends Sprite {}

    public var randomNumber:Number = new Number();

    private var url: String = "D:/flash cs5.5/flash_help_examples/images/"+randomNumber+".jpg";

    public void LoaderExampleTwo() {}

    NombrAl = Math.ceil (Math.random () * 2);

    trace (randomNumber);

    var loader: Loader = new Loader();

    configureListeners (loader.contentLoaderInfo);

    loader.addEventListener (MouseEvent.CLICK, clickHandler);

    var request: URLRequest = new URLRequest (url);

    Loader.Load (request);

    addChild (loader);

    }

    private void configureListeners(dispatcher:IEventDispatcher):void {}

    dispatcher.addEventListener (Event.COMPLETE, completeHandler);

    dispatcher.addEventListener (HTTPStatusEvent.HTTP_STATUS, httpStatusHandler);

    dispatcher.addEventListener (Event.INIT, initHandler);

    dispatcher.addEventListener (IOErrorEvent.IO_ERROR, ioErrorHandler);

    dispatcher.addEventListener (Event.OPEN, openHandler);

    dispatcher.addEventListener (ProgressEvent.PROGRESS, progressHandler);

    dispatcher.addEventListener (Event.UNLOAD, unLoadHandler);

    }

    private void completeHandler(event:Event):void {}

    trace ("completeHandler:" + event);

    }

    private void httpStatusHandler(event:HTTPStatusEvent):void {}

    trace ("httpStatusHandler:" + event);

    }

    private void initHandler(event:Event):void {}

    trace ("initHandler:" + event);

    }

    private void ioErrorHandler(event:IOErrorEvent):void {}

    trace ("ioErrorHandler:" + event);

    }

    private void openHandler(event:Event):void {}

    trace ("openHandler:" + event);

    }

    private void progressHandler(event:ProgressEvent):void {}

    trace ("progressHandler: bytesLoaded =" + event.bytesLoaded + "bytesTotal =" + event.bytesTotal);

    }

    private void unLoadHandler(event:Event):void {}

    trace ("unLoadHandler:" + event);

    }

    private void clickHandler(event:MouseEvent):void {}

    trace ("clickHandler:" + event);

    var loader: Loader = Loader (event.target);

    Loader.Unload ();

    }

    }

    }

    Try:

    package {}

    import flash.display.Loader;

    import flash.display.Sprite;

    import flash.events. *;

    import flash.net.URLRequest;

    import flash.display.MovieClip;

    SerializableAttribute public class LoaderExampleTwo extends Sprite {}

    public var randomNumber:Number = new Number();

    private var url: String

    public void LoaderExampleTwo() {}

    NombrAl = Math.ceil (Math.random () * 2);

    trace (randomNumber);

    URL = "D:/flash cs5.5/flash_help_examples/images/"+randomNumber+".jpg";

    var loader: Loader = new Loader();

    configureListeners (loader.contentLoaderInfo);

    loader.addEventListener (MouseEvent.CLICK, clickHandler);

    var request: URLRequest = new URLRequest (url);

    Loader.Load (request);

    addChild (loader);

    }

    private void configureListeners(dispatcher:IEventDispatcher):void {}

    dispatcher.addEventListener (Event.COMPLETE, completeHandler);

    dispatcher.addEventListener (HTTPStatusEvent.HTTP_STATUS, httpStatusHandler);

    dispatcher.addEventListener (Event.INIT, initHandler);

    dispatcher.addEventListener (IOErrorEvent.IO_ERROR, ioErrorHandler);

    dispatcher.addEventListener (Event.OPEN, openHandler);

    dispatcher.addEventListener (ProgressEvent.PROGRESS, progressHandler);

    dispatcher.addEventListener (Event.UNLOAD, unLoadHandler);

    }

    private void completeHandler(event:Event):void {}

    trace ("completeHandler:" + event);

    }

    private void httpStatusHandler(event:HTTPStatusEvent):void {}

    trace ("httpStatusHandler:" + event);

    }

    private void initHandler(event:Event):void {}

    trace ("initHandler:" + event);

    }

    private void ioErrorHandler(event:IOErrorEvent):void {}

    trace ("ioErrorHandler:" + event);

    }

    private void openHandler(event:Event):void {}

    trace ("openHandler:" + event);

    }

    private void progressHandler(event:ProgressEvent):void {}

    trace ("progressHandler: bytesLoaded =" + event.bytesLoaded + "bytesTotal =" + event.bytesTotal);

    }

    private void unLoadHandler(event:Event):void {}

    trace ("unLoadHandler:" + event);

    }

    private void clickHandler(event:MouseEvent):void {}

    trace ("clickHandler:" + event);

    var loader: Loader = Loader (event.target);

    Loader.Unload ();

    }

    }

    }

  • Select the random image script

    I create a small movie with a set of random images all appear in the same place (no horizontal or vertical movement). I want each image displayed on the screen for two seconds, then replaced by another image selected at random. There are 17 images in the game. Here is the script I use:

    on enterFrame

    Channel = Random (17)

    _movie. Delay(2*60)

    on exitFrame

    go to the section

    end

    This script works well. However, because the population is small - only 17 - what happens when I run the script is that too often it selects at random the same image once, twice, sometimes up to five times in a row, giving the effect that the film is either stuck or does not properly. I would like to know how to change the script so that on exitFrame it randomly chooses a 16 other pictures but not the current image. At first I thought that if the script read random (16) or random(17-1) that could work, but it doesn't.

    Any thoughts would be welcome.

    Dallas

    Start by adding a script for frameScript channel which stops at the head of this frame. The script that I have provided above should then do the rest.

  • slide show code generating random images with clickable links

    I make a slide show with images that occur randomly wch hav clickable links, OK it works but sometimes, the transition is very fast instead of the 8 s interval I expected, when I discovered the exit trace(), I noticed that sometimes the timer is triggered two times or more at the same time... my code is below... What perhaps may cause well u want to help

    I have 21 pictures with 21 images

    Import fl.transitions.Tween;

    Fl.transitions.easing import. *;

    Import fl.transitions.TweenEvent;

    import flash.events.MouseEvent;

    Stop();   slide stops

    var total_images:Number = 21;

    var my_playback_counter:Number = 0;

    showslide();     call to the showslide function

    defination function with the timer event

    function showslide (): void {}

    var myTimer:Timer = new Timer (8000);

    myTimer.addEventListener (TimerEvent.TIMER, timerListener);

    myTimer.start ();

    }

    / * function timelistener

    After 8 s, meter reading in increments of 1.

    Then reset to 0 playbckcounter if it is equal to total images

    */

    function timerListener (e:TimerEvent): void {}

    my_playback_counter = my_playback_counter + 1;

    If (my_playback_counter == total_images) {}

    my_playback_counter = 0;

    }

    trace ("Timer is triggered"); trace when the timer goes off

    NextImage();

    }

    function NextImage (): void {}

    var pic_number:Number = 21;

    var randomframe:Number = Math.ceil (Math.random () * pic_number) ;// randomly generates betwwen number 1 and 5

    trace (randomframe);

    gotoAndStop (randomframe); display a random image

    }

    Button1.addEventListener (MouseEvent.CLICK, onMouseClickB1);

    function onMouseClickB1(e:MouseEvent):void {}

    var request: URLRequest = new URLRequest ("http://www.aginternetwork.org/en/");

    navigateToURL (request, "_blank");

    }

    new Tween(btn1,"alpha",None.easeOut,0,1,1,true);

    Each time the playhead returns to frame where this code is another instance of Timer will be created.  Try to put a conditional on the showslide function call so that he will not repeat...

    var showStarted:Boolean; by assigning not it is null or false

    {if(!showStarted)}

    showslide()

    showStarted = true; but once they assign remains true

    }

  • Random image display

    I want to display Let's say 3 random images out of 6 images. Whenever I click on a button, I should have a screen of 3 unique random images.

    All what I know and understand is what follows. My XML file has 6 images. I know that I need the shuffle function to get the desired result, but I don't know how.

    The script below will draw only all or one of them, that's all. It is the part of math that I don't understand. I thought I'll give it another shot, before I decide to take another hobby,... like to play soccer with my crazy rottweiller.

    Sam

    var myXML:XML;
    var myLoader:URLLoader = new URLLoader();
    myLoader.load (new URLRequest ("jamilou.xml"));
    myLoader.addEventListener (Event.COMPLETE, processXML);
    function processXML(e:Event):void
    {
    myXML = new XML (e.target.data);
    trace(myXML.image.*);
    }

    you do not set your chargers and you do not add the shuffle() function correctly:

    var imageA:Array = [];

    var loader1:Loader = new Loader();

    addChild (loader1);

    var loader2:Loader = new Loader();

    addChild (loader2);

    var loader3:Loader = new Loader();

    addChild (loader3);
    loader2.x = 200;

    loader3.x = 400;

    var myXML:XML;
    var myLoader:URLLoader = new URLLoader();
    myLoader.load (new URLRequest ("jamilou.xml"));
    myLoader.addEventListener (Event.COMPLETE, processXML);
    function processXML(e:Event):void
    {
    myXML = new XML (e.target.data);

    for (var i: int = 0; i
    {

    imageA.push (new URLRequest (myXML.IMAGE [i]));

    }

    yourbutton.enabled = true;

    }

    yourbutton.addEventListener (MouseEvent.CLICK, clickF);

    yourbutton. Enabled = false;

    function clickF(e:MouseEvent):void
    {

    Shuffle (image);

    loader1. Load(imageA[0]);

    loader2. Load(imageA[1]);

    loader3. Load(imageA[2]);


    }

    function shuffle(imageA:Array)
    {
    var p:int;
    var t: *;
    var ivar:int;
    for (ivar = imageA.length - 1; ivar > = 0; ivar-)
    {
    p = Math.Floor ((Ivar+1) * Math.Random ());
    t = UIImage [ivar];
    Imageo [ivar] = UIImage [p];
    Imageo [p] = t;
    }

    }

  • Using random image loader, please

    Hi all
    I'm looking by using a random image loader, to load external images files by using the following code:

    pic_arr = [' dhi/1', ' dhi/2', ' dhi/3', ' dhi/4', ' dhi/5'];

    onLoad = function() {}

    ranNum = Math.floor (Math.random () * pic_arr.length);

    randomLoaderMc.loadMovie (pic_arr [ranNum] + '.jpg');

    };

    Did anyone know how I can do this, so it will never load the same image twice in a row?

    Thanks in advance
    Rich

    first create the table

    var pic_arr = new Array ("dhi/1", "dhi/2", "dhi/3", "dhi/4", "dhi/5", "6/dhi");

    function shuffle (a) {}

    var len is. Length-1;

    for (i = len; I > = 0; i--) {}

    var percent = Math.floor (Math.random () *(i+1));

    var t = [i];

    a [i] = a [p];

    a [p] = t;

    }

    return a;

    }

    Then alternate the benefits

    picArray = shuffle (picArray);

  • Random image with link

    Hey guys, I'm using a random image code, but when I preview the page I have a red X in the left corner of the where the image is supposed to be, but it is still clickable and it goes to the file I linked to. Here is the code

    < script language = "JavaScript" >
    <!-hide from older browsers


    var imagenumber = 5;
    var NombrAl = Math.Random ();
    var rand1 = Math.round ((imagenumber-1) * NombrAl) + 1;
    images = new Array
    images [1] = "IMAGE #1".
    images [2] = "IMAGE #2".
    images [3] = "IMAGE #3".
    images [4] = "IMAGE #4".
    images [5] = "IMAGE #5".
    var image = images [rand1]

    Links = new Array
    links [1] = "LINK #1".
    links [2] = "LINK #2".
    links [3] = "LINK #3".
    links [4] = "LINK #4".
    links [5] = "LINK #5".
    var = links [rand1] link
    -End hide here->

    < /script >

    Here's the code for body

    < script language = "JavaScript" >
    <!-hide the script from older browsers.
    document. Write (' < A HREF = "' + link + '" > < IMG SRC = "' + image + '" border = "0" > < /a > ')
    -End hide here->
    < /script >

    I know your picutres are there, why not try this, after the =, right-click, select Code Hint tools | URL browser and use the tool to link the images.

    You listed as Pictures\Accounting Cartoon1.jpg, the slash is false, then let DW set the path and the file for you.

    Gary

  • Random image work but still get error

    Hello

    My random image generation works but occasionally an error message came out as follows: -.

    Error #2007: Request parameter must be non-null.

    Here is my code: -.

    var ImgReq01:URLRequest = new URLRequest("images/random/image01.jpg");
    var ImgReq02:URLRequest = new URLRequest("images/random/image02.jpg");
    var ImgReq03:URLRequest = new URLRequest("images/random/image03.jpg");
    var ImgReq04:URLRequest = new URLRequest("images/random/image04.jpg");

    var imgList:Array is [ImgReq01, ImgReq02, ImgReq03, ImgReq04];.

    var imgRandom = imgList [Math.floor (Math.random () * imgList.length - 1)];

    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 =-203;
    randomImage.y =-280;
    addChild (randomImage);
    event.currentTarget.removeEventListener (Event.COMPLETE, onComplete);
    }

    I understand no no matter who might shed light on why I get this error message?

    Thank you very much

    the line:

    var imgRandom = imgList [Math.floor (Math.random () * imgList.length - 1)];

    is the place where it fails.

    Math.Random () returns a value between 0 and 1. Including zero, excluding 1.

    Multiply it by the length of the results list something between 0 and something less than the length of the list.

    subtract 1 and you have something less than zero.

    That should do it

    var imgRandom = imgList [Math.floor (Math.random () * imgList.length)];

    No subtraction, just rounding down. Thus, he never returned a number being the length of the table prevent errors on this end. It will never be less than zero because Math.Random () returns nothing less than zero errors preventing on this end.

Maybe you are looking for

  • Live photos in imovie

    Hi there - anyone know how to use live photos (ios 9.3.4) in imovie (10.1.2). I really want to use short extracts in a film that I'm doing rather than just a still or ken burns effect. Thank you

  • ITunes missing previous purchases

    Use my iPad 2 Air or iPhone 6s, only music makes its appearance in 'my music '.  When I try to download missing content, using the column "not on this iPhone", the same music is their like what's already on the phone. Miss me songs randomly albums as

  • It's a fake: call Mac OS support D11 register server failed

    While on Chrome, my screen/mouse were frozen (blue and white screen) and I was directed to call tech support 855-243-2620 MacOS. With very little explanation, the operator turned technician who wanted remote access to my Mac Air.  any similar experie

  • problems in C++ dll call

    Hi, I compiled a dll in C++ to write data in a shared data segment, and it works well in Labview. Then I try to call the Dll in C++, it can be built successfully, but will break in the end. I have this problem since almost a whole day and could not f

  • Error: "unable to locate the .msi" not able to uninstall iTunes.

    Original title: HELP. I can't find a way to uninstall ITunes. System cannot locate .msi.