Replacing Numbers Array With Images

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#1 EdNolan  Icon User is offline

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Replacing Numbers Array With Images

Posted 13 October 2013 - 11:54 AM

For 3 hours I've been trying to pass information from javascript to the HTML part of this page and nothing is passing. In the javascript section I added two lines and it's obvious these two lines are the trouble makers since the code worked great before I added them. I also added 3 HTML rows to test the two lines of new code. I'm stuck. I want to pass the random image 9 times, and then the 10th will still be a number for now. Any ideas how I can code the src="anyimage" in the script so I don't have to write it in the html section?

<head>
    </head>
    <body>
        <table>
            <tr><td>This first attempt works half way. Guess1 doesn't get written, nothing being passed. I am forcing the image to show up but I don't want to actually set the src.
<br>
<img id="guess1" src="one.png" width="72" height="96">
<br><br></td></tr>
           

            <tr><td>This second one shows the image box due to the width and height but doesn't show the image. It shows up in the code exactly as I wrote it after executed. I tried both ID's nothing is being passed from script
<br>
<img id="guess1" <div id="guess1" width="72" height="96"></div> <img id="myImage" width="72" height="96">
<br><br></td></tr>


            <tr><td>This third attemptdoesn't show the box, I never set the width and height, and the id stays the same
after execution. Nothing getting passed. 
<br>
<div id="theDiv"></div>
<br><br></td></tr>


            <tr><td><div id="guess1"></div></td><td><div id="guess2"></div></td><td><div id="guess3"></div></td><td><div id="guess4"></div></td><td><div id="guess5"></div></td><td><div id="guess6"></div></td><td><div id="guess7"></div></td><td><div id="guess8"></div></td><td><div id="guess9"></div></td><td><div id="guess10"></div></td></tr>
        </table>


        <script type="text/javascript">
// ------------ Messing with images above  ------------------------------------------

            var tires = new Array("one.png", "two.png", "three.png", "four.png");
            var rim = new Array("1", "2", "3", "4");
            for (x = 1; x < 10; x++) {
                var guess = "guess" + x;
                console.log(guess);
                var myImage = "src=%guess%"   //-- I added this because I can't change the variable if written normally in html. I would think it would work but I don't know enough to really know.
                $('#theDiv').prepend('<img id="guess" id="myImage" width="72" height="96" />')  //-- I found this code edited it a bit but doesnt pass to html
                document.getElementById(guess).innerHTML = tires[(Math.ceil(Math.random() * 3))];
            }


            var timerHandle = setTimeout(function() {
                doMe(rim);
            }, 60000);

            function doMe(rim) {
                document.getElementById("guess10").innerHTML = rim[(Math.ceil(Math.random() * 3))];
            }

        </script>
    </body>
</html>



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#2 andrewsw  Icon User is online

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Re: Replacing Numbers Array With Images

Posted 13 October 2013 - 12:03 PM

The first thing to fix is that id's must be unique on the page. If you want to be able to refer to several page-elements as part of a group then give them the same class-name.

You are also using some jQuery:

$('#theDiv').prepend

but you haven't attached the jQuery library.

Added: this is wrong as well:

<img id="guess1" <div 

I'm going to stop looking now!

This post has been edited by andrewsw: 13 October 2013 - 12:04 PM

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#3 EdNolan  Icon User is offline

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Re: Replacing Numbers Array With Images

Posted 13 October 2013 - 01:40 PM

ahh ok let me see. I got rid of the JQuery did'nt know what it was but looked like it should have worked. I don't know anything about classes for grouping. I guess I need to tackle that next after getting past this. I will look at it as I wait for a response. For now here is my update. Thank you for helping and the guidance.

<head>
    </head>
    <body>

        <table>
            <tr>
                <td>

Im not sure how to code the src= section of the html I tried these 3 variations below and nothing is passing.


<br>
<img id="guess1" src={id="myImage1"} width="72" height="96">
<img id="guess2" src=[id="myImage2"] width="72" height="96">
<img id="guess3" src=id="myImage3" width="72" height="96">
<img id="guess4" src=id="myImage4" width="72" height="96">
<img id="guess5" src=id="myImage5" width="72" height="96">
<img id="guess6" src=id="myImage6" width="72" height="96">
<img id="guess7" src=id="myImage7" width="72" height="96">
<img id="guess8" src=id="myImage8" width="72" height="96">
<img id="guess9" src=id="myImage9" width="72" height="96">
<img id="guess10" src=id="myImage10" width="72" height="96">
<br><br>        
               </td>
          </tr>
      </table>


        <script type="text/javascript">



// ------------ Messing with images above  ------------------------------------------



            var tires = new Array("one.png", "two.png", "three.png", "four.png");
            var rim = new Array("1", "2", "3", "4");
            for (x = 1; x < 10; x++) {
                var guess = "guess" + x;
                console.log(guess);
                var myImage = "myImage" + x;  // -- I just added this to take care of each id having to be unique I hope it's right!
                console.log(myImage);
                var "src=%guess%" = myImage   //-- I think this is where I am messing up now but not sure. 
                document.getElementById(guess).innerHTML = tires[(Math.ceil(Math.random() * 3))];
            }


            var timerHandle = setTimeout(function() {
                doMe(rim);
            }, 60000);

            function doMe(rim) {
                document.getElementById("guess10").innerHTML = rim[(Math.ceil(Math.random() * 3))];
            }

        </script>


    </body>
</html>


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#4 andrewsw  Icon User is online

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Re: Replacing Numbers Array With Images

Posted 13 October 2013 - 03:34 PM

src={id="myImage1"}
src=id="myImage3"

These are not valid JS syntax. Are you using some kind of framework? Even so, I doubt that these are the correct syntax.
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#5 EdNolan  Icon User is offline

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Re: Replacing Numbers Array With Images

Posted 13 October 2013 - 03:48 PM

I understand class doesn't really exist in javascript, at least this is what I am now finding out. But I think I understand what you are saying as far as grouping them into a class. When I look at functions and having to create each one, thats a lot of writing and I was hoping to accomplish a smaller and similar code to this ...

<body>
        <table>
            <tr><td><div id="guess1"></div></td><td><div id="guess2"></div></td><td><div id="guess3"></div></td><td><div id="guess4"></div></td><td><div id="guess5"></div></td><td><div id="guess6"></div></td><td><div id="guess7"></div></td><td><div id="guess8"></div></td><td><div id="guess9"></div></td><td><div id="guess10"></div></td></tr>
        </table>

        <script type="text/javascript">
            var tire = new Array("1", "2", "3", "4");
            var rim = new Array("1", "2", "3", "4");
            for (x = 1; x < 10; x++) {
                var guess = "guess" + x;
                console.log(guess);
                document.getElementById(guess).innerHTML = tire[(Math.ceil(Math.random() * 3))];
            }


            var timerHandle = setTimeout(function() {
                doMe(rim);
            }, 60000);

            function doMe(rim) {
                document.getElementById("guess10").innerHTML = rim[(Math.ceil(Math.random() * 3))];
            }
        </script>
    </body>



A couple things confuse me. When I see <img> in place of <dim> I'm not sure what this is actually doing. I think it's telling the page to get ready for an image vs text. Also I really need to figure out how to pass the
<img src="whatevertheimagenameis.png"> to html. <dim> is new to me just learned about it the other day. But I do understand html. If I edit the tire array to look like this ...

            var tire = new Array("one.png", "two.png", "three.png", "four.png");



And I don't change anything else all I get is the words showing up. I tried to figure out how to add the src= I am ready to get an answer on if that is correct in the script I am so confused now I don't know if it's suppose to be var "src=%guess%" = myImage or var "src=%myImage%" = guess or something else all together. I think I am close I think I stripped everything bad away.

I've been playing around with objects and functions to understand class better, hoping it would shed some light on the above problem but all it did was make me aware of how much I don't know and how badly I want my image code to be simpler, :)

var img=new Object();
img.name="one.png";
img.width="72";
img.height="96";
img.src="one.png"; 
document.getElementById(img.name + " is " + img.width + " and "" + img.height + src=%img.src%);
//--------------------------------------------------------------------------------
function img(name,height,width){
    this.name = one.png;
    this.height = 96;
    this.width = 72;
}

var p1=new img('one.png', '96','72');

alert(p1.name);



I know in the future I am going to have to really know object coding since I will need to build an odds table or something that will track odds of a number showing up. So I know that each number will eventually have to have about 10 things that describe each one. Like ...

var img=new Object();
img.name="one.png";
img.width="72";
img.height="96";
img.src="one.png";
img.oddsequalszero="0:1"
img.oddsgreaterthen1="70:1"
img.oddsgreaterthen2="45:1"
img.oddsgreaterthen3="20:1"
img.oddsequals4="10:1"



Each number would have slightly different odds just to ad flavor to the game. So the question I now have is do I just bight the bullet and write each one out. Here's what number 2 might be like.

var img=new Object();
img.name="two.png";
img.width="72";
img.height="96";
img.src="two.png";
img.oddsequalszero="0:1"
img.oddsgreaterthen1="83:1"  // -- maybe I could use a random to generate in a range is my thinking.
img.oddsgreaterthen2="62:1"
img.oddsgreaterthen3="15:1"
img.oddsequals4="2:1"



Now that I understand the below code I was hoping to get the above added to it. Hoping everything functions the same or similarly to this code below. I have a long way to go. :)

        <script type="text/javascript">
            var tire = new Array("1", "2", "3", "4");
            var rim = new Array("1", "2", "3", "4");
            for (x = 1; x < 10; x++) {
                var guess = "guess" + x;
                console.log(guess);
                document.getElementById(guess).innerHTML = tire[(Math.ceil(Math.random() * 3))];
            }


            var timerHandle = setTimeout(function() {
                doMe(rim);
            }, 60000);

            function doMe(rim) {
                document.getElementById("guess10").innerHTML = rim[(Math.ceil(Math.random() * 3))];
            }
        </script>


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#6 EdNolan  Icon User is offline

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Re: Replacing Numbers Array With Images

Posted 13 October 2013 - 03:54 PM

Well That helped some ...
<img id="guess1" src=[id="myImage1"] width="72" height="96">
<img id="guess2" src=[id="myImage2"] width="72" height="96">
<img id="guess3" src=[id="myImage3"] width="72" height="96">
<img id="guess4" src=[id="myImage4"] width="72" height="96">
<img id="guess5" src=[id="myImage5"] width="72" height="96">
<img id="guess6" src=[id="myImage6"] width="72" height="96">
<img id="guess7" src=[id="myImage7"] width="72" height="96">
<img id="guess8" src=[id="myImage8"] width="72" height="96">
<img id="guess9" src=[id="myImage9"] width="72" height="96">
<img id="guess10" src=[id="myImage10]" width="72" height="96">



I at least was able to pass something. Here is what got passed ...
file:///C:/Users/Dads/Desktop/game/%5Bid=%22myImage1%22%5D
file:///C:/Users/Dads/Desktop/game/%5Bid=%22myImage2%22%5D
file:///C:/Users/Dads/Desktop/game/%5Bid=%22myImage3%22%5D
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Re: Replacing Numbers Array With Images

Posted 13 October 2013 - 03:55 PM

I don't mean a Javascript Class; as you've discovered, there is no such thing. I mean a css-class:

<img class="whatevername" ... >

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#8 EdNolan  Icon User is offline

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Re: Replacing Numbers Array With Images

Posted 13 October 2013 - 04:23 PM

LOL, Oh boy thats the second time css has come up. I don't knowanything about css let alone javascript, lol. About what I just posted, Let me read about css-class I am going to guess and say I have to define everything in css? Sort of like the object code above?

<img class="images" ... >

var img=new Object();
img.name="one.png";
img.name="two.png";
img.name="three.png";



This post has been edited by EdNolan: 13 October 2013 - 04:25 PM

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Re: Replacing Numbers Array With Images

Posted 13 October 2013 - 04:38 PM

The src is displaying exactly what it see's so nothing is being passed yet. The %5B is actually the [ in the code below.
<img id="guess1" src=[id="myImage1"] width="72" height="96">


If I rewrite the code like this below then nothing is passed.
<img id="guess1" id="myImage1" width="72" height="96">


Dang It !!!
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Re: Replacing Numbers Array With Images

Posted 13 October 2013 - 04:48 PM

Okay so i just looked at a css image gallery example and the thing is though I am not creating a gallery and another thing is it seems as if it's simply the same as doing objects since I'll end up writing each one out.

That's really not what I want. I simply want to randomly pic from an array of images and have them show up next to each other. There has to be a way of doing this without making them each into objects. Or am I wrong?

Here's what the html of the css might look like if I had to make them each objects
<div class="img">
  <a target="_blank" href="klematis_big.htm">
  <img src="klematis_small.jpg" alt="Klematis" width="110" height="90">
  </a>
  <div class="desc">Add a description of the image here</div>
</div>
<div class="img">
  <a target="_blank" href="klematis2_big.htm">
  <img src="klematis2_small.jpg" alt="Klematis" width="110" height="90">
  </a>
  <div class="desc">Add a description of the image here</div>
</div>
<div class="img">
  <a target="_blank" href="klematis3_big.htm">
  <img src="klematis3_small.jpg" alt="Klematis" width="110" height="90">
  </a>
  <div class="desc">Add a description of the image here</div>
</div>
<div class="img">
  <a target="_blank" href="klematis4_big.htm">
  <img src="klematis4_small.jpg" alt="Klematis" width="110" height="90">
  </a>
  <div class="desc">Add a description of the image here</div>
</div>


This post has been edited by EdNolan: 13 October 2013 - 04:50 PM

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#11 EdNolan  Icon User is offline

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Re: Replacing Numbers Array With Images

Posted 13 October 2013 - 05:10 PM

So, basically I would have to create a sprite sheet and then call out the location of the image using css. But I already have each image saved as individual images and simply want to call them individually using an array and having them randomly chosen. Although it might be cool to overlap the images a bit and I see where css would allow this. But for now can we simply use array, please. :)

Source for css info was found here: http://www.guistuff....imagetech1.html
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Re: Replacing Numbers Array With Images

Posted 13 October 2013 - 06:38 PM

Okay now I am back on track. I new I had to reference the path to the images on my laptop and I knew I had to do something about the src= so here's what I have now ... Look in between the beginning of new and end of new section below. That section finally recognizes where the images are and although the code isn't complete it at least displays a small image box and when I check the image source after executing, the path points to the image. So now all that needs to be figured out is why the image does not actually show, and I need to finish figuring out moving the guess, console.log and the correct document.get into the new code. I also want to set the actual image size. I tried adding it like this image.src = basePath+rand+ width="72" + height="96"; But it didn't work. Getting tired!

<html>
    <head>
        <style>

        </style>
    </head>
    <body>

        <table>
            <tr><td><div id="guess1"></div></td><td><div id="guess2"></div></td><td><div id="guess3"></div></td><td><div id="guess4"></div></td><td><div id="guess5"></div></td><td><div id="guess6"></div></td><td><div id="guess7"></div></td><td><div id="guess8"></div></td><td><div id="guess9"></div></td><td><div id="guess10"></div></td></tr>
        </table>


        <script type="text/javascript">


// -------------Begin of new-------------------------------------------------------------


var imgArray = new Array("one.png", "two.png", "three.png", "four.png");
var basePath="///C:/Users/Dads/Desktop/game/images/";

function imgRandom() {
    for (var i = 0; i < 10; i++) {
        var rand = imgArray[Math.floor(Math.random() * imgArray.length)];
        var image = new Image();
        image.src = basePath+rand;
        document.body.appendChild(image);
    }
}

imgRandom();

// ------------- End of New ------------------------------------------------------------


var tire = new Array("1", "2", "3", "4");
            var rim = new Array("1", "2", "3", "4");
            for (x = 1; x < 10; x++) {
                var guess = "guess" + x;
                console.log(guess);
                document.getElementById(guess).innerHTML = tire[(Math.ceil(Math.random() * 3))];
            }


            var timerHandle = setTimeout(function() {
                doMe(rim);
            }, 60000);

            function doMe(rim) {
                document.getElementById("guess10").innerHTML = rim[(Math.ceil(Math.random() * 3))];
            }



        </script>


    </body>
</html>


This post has been edited by EdNolan: 13 October 2013 - 06:42 PM

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Re: Replacing Numbers Array With Images

Posted 14 October 2013 - 12:31 AM

You could study this:

<!DOCTYPE html>
<html>
    <head>
        <title>Title and DOCTYPE are Required</title>
        <style>
            #tblGuess img {
                width: 72px; height: 96px;
            }
        </style>
    </head>
    <body>
        <table id="tblGuess">
            <tr><td><div id="guess1"></div></td><td><div id="guess2"></div></td>
                <td><div id="guess3"></div></td><td><div id="guess4"></div></td>
                <td><div id="guess5"></div></td><td><div id="guess6"></div></td>
                <td><div id="guess7"></div></td><td><div id="guess8"></div></td>
                <td><div id="guess9"></div></td><td><div id="guess10"></div></td>
            </tr>
        </table>

        <script type="text/javascript">

//var imgArray = new Array("one.png", "two.png", "three.png", "four.png");
// no need for new Array()
var imgArray = ["one.png", "two.png", "three.png", "four.png"];
var basePath = "///C:/Users/Dads/Desktop/game/images/";
// put all the images in an images folder in the same location as the
// html file, then just 'images/someimage.png' (relative path)

function imgRandom() {
    var i, rand, image;
    for (i = 0; i < 10; i++) {
        rand = imgArray[Math.floor(Math.random() * imgArray.length)];
        image = new Image();    // or new Image(72, 96);
        image.src = basePath + rand;
        image.width = 72;   // but preferably use css
        image.height = 96;
        document.body.appendChild(image);
    }
    
    //var tire = new Array("1", "2", "3", "4");
    //var tire = [1, 2, 3, 4];   // don't need to be strings
    //var rim = [1, 2, 3, 4];   // don't need these anyway
    //var rim = new Array("1", "2", "3", "4");
    
    for (i = 1; i < 10; i++) {
        //var guess = "guess" + x;
        //console.log(guess);
        document.getElementById("guess" + i).innerHTML = Math.ceil(Math.random() * 4);
    }
    var timerHandle = setTimeout(function () {
        document.getElementById("guess10").innerHTML = Math.ceil(Math.random() * 4);
    }, 60000);
}

window.onload = imgRandom;      // wait for page to complete

        </script>
    </body>
</html>


This post has been edited by andrewsw: 14 October 2013 - 12:37 AM

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#14 EdNolan  Icon User is offline

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Re: Replacing Numbers Array With Images

Posted 14 October 2013 - 04:09 PM

Andrew, Thank you for the help. You really shortened the script up nicely and the images finally show up on the page. I am going to study this page as you suggested, and then I am going to attempt to edit the image section some more. I am actually trying to get the image section to function like the number section. I want the image section to replace the number section. I need to pic and display 9 images, count and then display the 10th image. So when all is said and done all that will be in the script is the image code functioning like the numeric code. Thank you Andrew you helped me get past a huge hurdle. Give me a day, maybe two, I will show my work and then most likely ask you to give me your feedback. I can't wait to be able to answer other peoples questions. Thank you again Andrew. Chat with you soon! I upped your reputation !!!
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Re: Replacing Numbers Array With Images

Posted 14 October 2013 - 07:26 PM

Okay here is the updated version. It picks 9 images very fast and then one more image every 10 seconds. I set it to pick a total of twelve in this example.
<html>
    <head>
        <title>Title and DOCTYPE are Required</title>
<script>
function resetTimer() {clearTimeout(timerHandle);}
</script>
        <style>
            #tblGuess img {
                width: 36px; height: 48px;
            }
        </style>
    </head>
    <body>
        
<script type="text/javascript">

var imgArray = ["one.png", "two.png", "three.png", "four.png"];
var basePath = "///C:/Users/Dads/Desktop/game/";

function imgRandom() {
    var i, rand, image;
    for (i = 1; i < 10; i++) {
        rand = imgArray[Math.floor(Math.random() * imgArray.length)];
        image = new Image();    // or new Image(72, 96);
        image.src = basePath + rand;
        image.width = 36;   // but preferably use css
        image.height = 48;
        document.body.appendChild(image);
    }

var timerHandle = setTimeout(function () {
        rand = imgArray[Math.floor(Math.random() * imgArray.length)];
        image = new Image();    // or new Image(72, 96);
        image.src = basePath + rand;
        image.width = 36;   // but preferably use css
        image.height = 48;
        document.body.appendChild(image);
    }, 10000);


var pickEleven = setTimeout(function () {
        rand = imgArray[Math.floor(Math.random() * imgArray.length)];
        image = new Image();    // or new Image(72, 96);
        image.src = basePath + rand;
        image.width = 36;   // but preferably use css
        image.height = 48;
        document.body.appendChild(image);
    }, 20000);

var pickTwelve = setTimeout(function () {
        rand = imgArray[Math.floor(Math.random() * imgArray.length)];
        image = new Image();    // or new Image(72, 96);
        image.src = basePath + rand;
        image.width = 36;   // but preferably use css
        image.height = 48;
        document.body.appendChild(image);
    }, 30000);

resetTimer()

 }

window.onload = imgRandom;      // wait for page to complete

        </script>
    </body>
</html>



Now, the next thing I am stuck on is ... I want to actually pick a total of 37 times. I tried to use setInterval after the tenth pick but I quickly realized I needed to be able to some how count the intervals until I reached a total of 37 picks and then use clearInterval. The problem I was running into was I couldn't figure out how to get past this mock up ...
var interval = setInterval(function (){
    count=("0");
    interval = setInterval(count, 10000);
 rand = imgArray[Math.floor(Math.random() * imgArray.length)];
        image = new Image();    // or new Image(72, 96);
        image.src = basePath + rand;
        image.width = 36;   // but preferably use css
        image.height = 48;
        document.body.appendChild(image);
        if(count == 27) clearInterval(interval); // Iam guessing at how to write this.
        count=(count+1);  // I really don't know if this is allowed, I am taking a guess at this.
        interval = setInterval(count, 10000); // Do I have to have this twice?
    }



The page doesn't load at all if I add this. Any hints?
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