Q:

Displaying arrays of sprites in XNA

I have created an array of Vector2 which holds the position of the place where the sprite will be displayed:
    Vector2[,] SpritePosition = new Vector2[4,4];  
Then I wrote a for loop to intialize the position of each member:  
public void loadArray()
    {
        for(int i=0;i<4;i++)
        {
            for(int j=0;j<4;j++)
            {
                SpritePosition[i, j] = new Vector2(i*texture.Width , j*texture.Width);
            }
        }
    }

I have created a texture which holds a sprite and the next position is calculated according to the width needed for the image in the texture(One image is being loaded in 4 rows of 4).  
Then I used the following code in the Draw() function  
spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
        for(int i=0;i<4;i++)
            for(int j=0;j<4;j++)
                spriteBatch.Draw(texture, SpritePosition[i,j], Color.White);
        spriteBatch.End();  

But when I run the program, its showing me only 1 image, not a 4 rows of 4

A:

Not quite sure, But for one thing. 
I think you meant SpritePosition[i, j] = new Vector2(i*texture.Width , j*texture.Height);
(height the second time, not width)
And I see no need for an array here why not just
spriteBatch.Draw(texture, new Vector2(i*texture.Width,j*texture.Height), Color.White);
Also, this is not a "code for you" site. I see you just posted this question right After I answered your last. Seemingly it dosen't seem you looked into trying to figure it out yourself to much. 

