Search Results

Search found 7813 results on 313 pages for 'color'.

Page 113/313 | < Previous Page | 109 110 111 112 113 114 115 116 117 118 119 120  | Next Page >

  • Header Guard Issues - Getting Swallowed Alive

    - by gjnave
    I'm totally at wit's end: I can't figure out how my dependency issues. I've read countless posts and blogs and reworked my code so many times that I can't even remember what almost worked and what didnt. I continually get not only redefinition errors, but class not defined errors. I rework the header guards and remove some errors simply to find others. I somehow got everything down to one error but then even that got broke while trying to fix it. Would you please help me figure out the problem? card.cpp #include <iostream> #include <cctype> #include "card.h" using namespace std; // ====DECL====== Card::Card() { abilities = 0; flavorText = 0; keywords = 0; artifact = 0; classType = new char[strlen("Card") + 1]; classType = "Card"; } Card::~Card (){ delete name; delete abilities; delete flavorText; artifact = NULL; } // ------------ Card::Card(const Card & to_copy) { name = new char[strlen(to_copy.name) +1]; // creating dynamic array strcpy(to_copy.name, name); type = to_copy.type; color = to_copy.color; manaCost = to_copy.manaCost; abilities = new char[strlen(to_copy.abilities) +1]; strcpy(abilities, to_copy.abilities); flavorText = new char[strlen(to_copy.flavorText) +1]; strcpy(flavorText, to_copy.flavorText); keywords = new char[strlen(to_copy.keywords) +1]; strcpy(keywords, to_copy.keywords); inPlay = to_copy.inPlay; tapped = to_copy.tapped; enchanted = to_copy.enchanted; cursed = to_copy.cursed; if (to_copy.type != ARTIFACT) artifact = to_copy.artifact; } // ====DECL===== int Card::equipArtifact(Artifact* to_equip){ artifact = to_equip; } Artifact * Card::unequipArtifact(Card * unequip_from){ Artifact * to_remove = artifact; artifact = NULL; return to_remove; // put card in hand or in graveyard } int Card::enchant( Card * to_enchant){ to_enchant->enchanted = true; cout << "enchanted" << endl; } int Card::disenchant( Card * to_disenchant){ to_disenchant->enchanted = false; cout << "Enchantment Removed" << endl; } // ========DECL===== Spell::Spell() { currPower = basePower; currToughness = baseToughness; classType = new char[strlen("Spell") + 1]; classType = "Spell"; } Spell::~Spell(){} // --------------- Spell::Spell(const Spell & to_copy){ currPower = to_copy.currPower; basePower = to_copy.basePower; currToughness = to_copy.currToughness; baseToughness = to_copy.baseToughness; } // ========= int Spell::attack( Spell *& blocker ){ blocker->currToughness -= currPower; currToughness -= blocker->currToughness; } //========== int Spell::counter (Spell *& to_counter){ cout << to_counter->name << " was countered by " << name << endl; } // ============ int Spell::heal (Spell *& to_heal, int amountOfHealth){ to_heal->currToughness += amountOfHealth; } // ------- Creature::Creature(){ summoningSick = true; } // =====DECL====== Land::Land(){ color = NON; classType = new char[strlen("Land") + 1]; classType = "Land"; } // ------ int Land::generateMana(int mana){ // ... // } card.h #ifndef CARD_H #define CARD_H #include <cctype> #include <iostream> #include "conception.h" class Artifact; class Spell; class Card : public Conception { public: Card(); Card(const Card &); ~Card(); protected: char* name; enum CardType { INSTANT, CREATURE, LAND, ENCHANTMENT, ARTIFACT, PLANESWALKER}; enum CardColor { WHITE, BLUE, BLACK, RED, GREEN, NON }; CardType type; CardColor color; int manaCost; char* abilities; char* flavorText; char* keywords; bool inPlay; bool tapped; bool cursed; bool enchanted; Artifact* artifact; virtual int enchant( Card * ); virtual int disenchant (Card * ); virtual int equipArtifact( Artifact* ); virtual Artifact* unequipArtifact(Card * ); }; // ------------ class Spell: public Card { public: Spell(); ~Spell(); Spell(const Spell &); protected: virtual int heal( Spell *&, int ); virtual int attack( Spell *& ); virtual int counter( Spell*& ); int currToughness; int baseToughness; int currPower; int basePower; }; class Land: public Card { public: Land(); ~Land(); protected: virtual int generateMana(int); }; class Forest: public Land { public: Forest(); ~Forest(); protected: int generateMana(); }; class Creature: public Spell { public: Creature(); ~Creature(); protected: bool summoningSick; }; class Sorcery: public Spell { public: Sorcery(); ~Sorcery(); protected: }; #endif conception.h -- this is an "uber class" from which everything derives class Conception{ public: Conception(); ~Conception(); protected: char* classType; }; conception.cpp Conception::Conception{ Conception(){ classType = new char[11]; char = "Conception"; } game.cpp -- this is an incomplete class as of this code #include <iostream> #include <cctype> #include "game.h" #include "player.h" Battlefield::Battlefield(){ card = 0; } Battlefield::~Battlefield(){ delete card; } Battlefield::Battlefield(const Battlefield & to_copy){ } // =========== /* class Game(){ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); } */ #endif game.h #ifndef GAME_H #define GAME_H #include "list.h" class CardList(); class Battlefield : CardList{ public: Battlefield(); ~Battlefield(); protected: Card* card; // make an array }; class Game : Conception{ public: Game(); ~Game(); protected: Player** player; // for multiple players Battlefield* root; // for battlefield getPlayerMove(); // ask player what to do addToBattlefield(); removeFromBattlefield(); sendAttack(); Battlefield* field; }; list.cpp #include <iostream> #include <cctype> #include "list.h" // ========== LinkedList::LinkedList(){ root = new Node; classType = new char[strlen("LinkedList") + 1]; classType = "LinkedList"; }; LinkedList::~LinkedList(){ delete root; } LinkedList::LinkedList(const LinkedList & obj) { // code to copy } // --------- // ========= int LinkedList::delete_all(Node* root){ if (root = 0) return 0; delete_all(root->next); root = 0; } int LinkedList::add( Conception*& is){ if (root == 0){ root = new Node; root->next = 0; } else { Node * curr = root; root = new Node; root->next=curr; root->it = is; } } int LinkedList::remove(Node * root, Node * prev, Conception* is){ if (root = 0) return -1; if (root->it == is){ root->next = root->next; return 0; } remove(root->next, root, is); return 0; } Conception* LinkedList::find(Node*& root, const Conception* is, Conception* holder = NULL) { if (root==0) return NULL; if (root->it == is){ return root-> it; } holder = find(root->next, is); return holder; } Node* LinkedList::goForward(Node * root){ if (root==0) return root; if (root->next == 0) return root; else return root->next; } // ============ Node* LinkedList::goBackward(Node * root){ root = root->prev; } list.h #ifndef LIST_H #define LIST_H #include <iostream> #include "conception.h" class Node : public Conception { public: Node() : next(0), prev(0), it(0) { it = 0; classType = new char[strlen("Node") + 1]; classType = "Node"; }; ~Node(){ delete it; delete next; delete prev; } Node* next; Node* prev; Conception* it; // generic object }; // ---------------------- class LinkedList : public Conception { public: LinkedList(); ~LinkedList(); LinkedList(const LinkedList&); friend bool operator== (Conception& thing_1, Conception& thing_2 ); protected: virtual int delete_all(Node*); virtual int add( Conception*& ); // virtual Conception* find(Node *&, const Conception*, Conception* ); // virtual int remove( Node *, Node *, Conception* ); // removes question with keyword int display_all(node*& ); virtual Node* goForward(Node *); virtual Node* goBackward(Node *); Node* root; // write copy constrcutor }; // ============= class CircularLinkedList : public LinkedList { public: // CircularLinkedList(); // ~CircularLinkedList(); // CircularLinkedList(const CircularLinkedList &); }; class DoubleLinkedList : public LinkedList { public: // DoubleLinkedList(); // ~DoubleLinkedList(); // DoubleLinkedList(const DoubleLinkedList &); protected: }; // END OF LIST Hierarchy #endif player.cpp #include <iostream> #include "player.h" #include "list.h" using namespace std; Library::Library(){ root = 0; } Library::~Library(){ delete card; } // ====DECL========= Player::~Player(){ delete fname; delete lname; delete deck; } Wizard::~Wizard(){ delete mana; delete rootL; delete rootH; } // =====Player====== void Player::changeName(const char[] first, const char[] last){ char* backup1 = new char[strlen(fname) + 1]; strcpy(backup1, fname); char* backup2 = new char[strlen(lname) + 1]; strcpy(backup1, lname); if (first != NULL){ fname = new char[strlen(first) +1]; strcpy(fname, first); } if (last != NULL){ lname = new char[strlen(last) +1]; strcpy(lname, last); } return 0; } // ========== void Player::seeStats(Stats*& to_put){ to_put->wins = stats->wins; to_put->losses = stats->losses; to_put->winRatio = stats->winRatio; } // ---------- void Player::displayDeck(const LinkedList* deck){ } // ================ void CardList::findCard(Node* root, int id, NodeCard*& is){ if (root == NULL) return; if (root->it.id == id){ copyCard(root->it, is); return; } else findCard(root->next, id, is); } // -------- void CardList::deleteAll(Node* root){ if (root == NULL) return; deleteAll(root->next); root->next = NULL; } // --------- void CardList::removeCard(Node* root, int id){ if (root == NULL) return; if (root->id = id){ root->prev->next = root->next; // the prev link of root, looks back to next of prev node, and sets to where root next is pointing } return; } // --------- void CardList::addCard(Card* to_add){ if (!root){ root = new Node; root->next = NULL; root->prev = NULL; root->it = &to_add; return; } else { Node* original = root; root = new Node; root->next = original; root->prev = NULL; original->prev = root; } } // ----------- void CardList::displayAll(Node*& root){ if (root == NULL) return; cout << "Card Name: " << root->it.cardName; cout << " || Type: " << root->it.type << endl; cout << " --------------- " << endl; if (root->classType == "Spell"){ cout << "Base Power: " << root->it.basePower; cout << " || Current Power: " << root->it.currPower << endl; cout << "Base Toughness: " << root->it.baseToughness; cout << " || Current Toughness: " << root->it.currToughness << endl; } cout << "Card Type: " << root->it.currPower; cout << " || Card Color: " << root->it.color << endl; cout << "Mana Cost" << root->it.manaCost << endl; cout << "Keywords: " << root->it.keywords << endl; cout << "Flavor Text: " << root->it.flavorText << endl; cout << " ----- Class Type: " << root->it.classType << " || ID: " << root->it.id << " ----- " << endl; cout << " ******************************************" << endl; cout << endl; // ------- void CardList::copyCard(const Card& to_get, Card& put_to){ put_to.type = to_get.type; put_to.color = to_get.color; put_to.manaCost = to_get.manaCost; put_to.inPlay = to_get.inPlay; put_to.tapped = to_get.tapped; put_to.class = to_get.class; put_to.id = to_get.id; put_to.enchanted = to_get.enchanted; put_to.artifact = to_get.artifact; put_to.class = to_get.class; put.to.abilities = new char[strlen(to_get.abilities) +1]; strcpy(put_to.abilities, to_get.abilities); put.to.keywords = new char[strlen(to_get.keywords) +1]; strcpy(put_to.keywords, to_get.keywords); put.to.flavorText = new char[strlen(to_get.flavorText) +1]; strcpy(put_to.flavorText, to_get.flavorText); if (to_get.class = "Spell"){ put_to.baseToughness = to_get.baseToughness; put_to.basePower = to_get.basePower; put_to.currToughness = to_get.currToughness; put_to.currPower = to_get.currPower; } } // ---------- player.h #ifndef player.h #define player.h #include "list.h" // ============ class CardList() : public LinkedList(){ public: CardList(); ~CardList(); protected: virtual void findCard(Card&); virtual void addCard(Card* ); virtual void removeCard(Node* root, int id); virtual void deleteAll(); virtual void displayAll(); virtual void copyCard(const Conception*, Node*&); Node* root; } // --------- class Library() : public CardList(){ public: Library(); ~Library(); protected: Card* card; int numCards; findCard(Card&); // get Card and fill empty template } // ----------- class Deck() : public CardList(){ public: Deck(); ~Deck(); protected: enum deckColor { WHITE, BLUE, BLACK, RED, GREEN, MIXED }; char* deckName; } // =============== class Mana(int amount) : public Conception { public: Mana() : displayTotal(0), classType(0) { displayTotal = 0; classType = new char[strlen("Mana") + 1]; classType = "Mana"; }; protected: int accrued; void add(); void remove(); int displayTotal(); } inline Mana::add(){ accrued += 1; } inline Mana::remove(){ accrued -= 1; } inline Mana::displayTotal(){ return accrued; } // ================ class Stats() : public Conception { public: friend class Player; friend class Game; Stats() : wins(0), losses(0), winRatio(0) { wins = 0; losses = 0; if ( (wins + losses != 0) winRatio = wins / (wins + losses); else winRatio = 0; classType = new char[strlen("Stats") + 1]; classType = "Stats"; } protected: int wins; int losses; float winRatio; void int getStats(Stats*& ); } // ================== class Player() : public Conception{ public: Player() : wins(0), losses(0), winRatio(0) { fname = NULL; lname = NULL; stats = NULL; CardList = NULL; classType = new char[strlen("Player") + 1]; classType = "Player"; }; ~Player(); Player(const Player & obj); protected: // member variables char* fname; char* lname; Stats stats; // holds previous game statistics CardList* deck[]; // hold multiple decks that player might use - put ll in this private: // member functions void changeName(const char[], const char[]); void shuffleDeck(int); void seeStats(Stats*& ); void displayDeck(int); chooseDeck(); } // -------------------- class Wizard(Card) : public Player(){ public: Wizard() : { mana = NULL; rootL = NULL; rootH = NULL}; ~Wizard(); protected: playCard(const Card &); removeCard(Card &); attackWithCard(Card &); enchantWithCard(Card &); disenchantWithCard(Card &); healWithCard(Card &); equipWithCard(Card &); Mana* mana[]; Library* rootL; // Library Library* rootH; // Hand } #endif

    Read the article

  • Passing enums to functions in C++

    - by rocknroll
    Hi all, I have a header file with all the enums listed (#ifndef #define #endif construct has been used to avoid multiple inclusion of the file) that I use in multiple cpp files in my application.One of the enums in the files is enum StatusSubsystem {ENABLED,INCORRECT_FRAME,INVALID_DATA,DISABLED}; There are functions in the application delcared as ShowStatus(const StatusSubsystem&); Earlier in the application when I made calls to the above function like ShowStatus(INCORRECT_FRAME); my application used to compile perfectly. But after some code was added The compilation halts giving the following error: File.cpp:71: error: invalid conversion from `int' to `StatusSubsystem' File.cpp:71: error: initializing argument 1 of `void Class::ShowStatus(const StatusSubsystem&) I checked the code for any conflicting enums in the new code and it looked fine. My Question is what is wrong with the function call that compiler shows as erroneous? For your reference the function definition is: void Class::ShowStatus(const StatusSubsystem& eStatus) { QPalette palette; mStatus=eStatus;//store current Communication status of system if(eStatus==DISABLED) { //select red color for label, if it is to be shown disabled palette.setColor(QPalette::Window,QColor(Qt::red)); mLabel->setText("SYSTEM"); } else if(eStatus==ENABLED) { //select green color for label,if it is to be shown enabled palette.setColor(QPalette::Window,QColor(Qt::green)); mLabel->setText("SYSTEM"); } else if(eStatus==INCORRECT_FRAME) { //select yellow color for label,to show that it is sending incorrect frames palette.setColor(QPalette::Window,QColor(Qt::yellow)); mLabel->setText("SYSTEM(I)"); } //Set the color on the Label mLabel->setPalette(palette); } A strange side effect of this situation is it compiles when I cast all the calls to ShowStatus() as ShowStatus((StatusSubsystem)INCORRECT_FRAME); Though this removes any compilation error, but a strange thing happens. Though I make call to INCORRECT_FRAME above but in function definition it matches with ENABLED. How on earth is that possible? Its like while passing INCORRECT_FRAME by reference, it magically converts to ENABLED, which should be impossible. This is driving me nuts. Can you find any flaw in what I am doing? or is it something else? The application is made using C++,Qt-4.2.1 on RHEL4. Thanks.

    Read the article

  • sifr3 text doesn't load on first try?

    - by metal-gear-solid
    sifr3 text doesn't load many time first time on FF 3.5? I haven't checked on other browser. If i reload page again then it loads properly. this is my code sIFR.replace(futura, { selector: '#Homepage h1', ratios: [6, 1.24, 9, 1.13, 10, 1.15, 16, 1.09, 21, 1.06, 22, 1.07, 25, 1.04, 26, 1.06, 29, 1.03, 30, 1.05, 31, 1.03, 32, 1.05, 41, 1.04, 58, 1.03, 97, 1.02, 1.01], wmode: 'transparent', css: '.sIFR-root { background-color: none; color: #ffffff; }' });

    Read the article

  • Equivalent of System.Windows.Forms.Cursor in Web Application(Asp.Net)

    - by Vishwa
    Hi I have a code in windows application now i am trying to implement in web Application but it is showimg that it ths no cursor class (System.Windows.Forms.Cursor )so..wat is the equivalent in web application. Here is my code private void btnGo_Click(System.Object sender, System.EventArgs e) { this.Cursor = Cursors.WaitCursor; Application.DoEvents(); // Load the images. Bitmap bm1 = (Bitmap) (Image.FromFile(txtFile1.Text)); Bitmap bm2 = (Bitmap) (Image.FromFile(txtFile2.Text)); // Make a difference image. int wid = Math.Min(bm1.Width, bm2.Width); int hgt = Math.Min(bm1.Height, bm2.Height); Bitmap bm3 = new Bitmap(wid, hgt); // Create the difference image. bool are_identical = true; int r1; int g1; int b1; int r2; int g2; int b2; int r3; int g3; int b3; Color eq_color = Color.White; Color ne_color = Color.Transparent; for (int x = 0; x <= wid - 1; x++) { for (int y = 0; y <= hgt - 1; y++) { if (bm1.GetPixel(x, y).Equals(bm2.GetPixel(x, y))) { bm3.SetPixel(x, y, eq_color); } else { bm1.SetPixel(x, y, ne_color); are_identical = false; } } } // Display the result. picResult.Image = bm1; Bitmap Logo = new Bitmap(picResult.Image); Logo.MakeTransparent(Logo.GetPixel(1, 1)); picResult.Image = (Image)Logo; this.Cursor = Cursors.Default; if ((bm1.Width != bm2.Width) || (bm1.Height != bm2.Height)) { are_identical = false; } if (are_identical) { MessageBox.Show("The images are identical"); } else { MessageBox.Show("The images are different"); } //bm1.Dispose() // bm2.Dispose() }

    Read the article

  • Navbar Menu Trouble shoot

    - by Nabeel M
    So I wanted to create the fixed nav bar on top of the page. Instead of creating nav bar with ordered list, I used the following approach: <header> <div class="nav"> <img src="images/logo_ab.png" alt="AurinBioTech Logo"/> <a href="index.html">Home</a> <a href="#">About</a> <a href="#">Team</a> <a href="#">Science</a> <a href="#">Need</a> <a href="#">Pipeline</a> <a href="#">Contact</a> </div> </header> CSS: header .nav { margin-top:100px; width:100%; height:10%; text-align:center; padding-top:2%; margin:0 auto; position:fixed; top:0; } header .nav a { font-size: 2em; padding-left: 15px; padding-right: 15px; color:rgb(1, 1, 1); text-decoration: none; font-family: 'Bebas'; } header .nav a:hover { color:white; background-color: #404040; border-radius:5px; padding:0 auto; } header .nav a:active{ background-color: #404040; border-radius:5px; text-decoration:overline; } header .nav img { width:260px; height:65px; padding-right:4em; } The reason I used this approach is because I wanted to use logo image next to the nav bar so it would align properly in the same line. Now the problem is that I need to add sub-menus under Science and Pipeline heading. Since I didn't use UL or LI, how can I add sub-menus under those heading. OR, can you tell me any other way to create a NAV bar that shows the logo as well. so it would be LOGO and MENUS on the same line. Great thanks in advance.

    Read the article

  • align an object

    - by Gaurav
    I wanted to align a newsticker about 300px above it's current position , but I am unable to do so. Please help. The page is uploaded for viewing at http://cerebration.0fees.net/test/bottom.html scroll down the page to find the newsticker. The css file contains the css code for the newsticker and the newsticker is of white color(color mentioned for identification). The html page code is at : http://pastebin.com/dP8dSEDS and the css code is as at : http://pastebin.com/46YvqwT7 Thanks in advance.

    Read the article

  • JavaScript basic question

    - by refge
    I have this small JavaScript code which I need some help with: function doFocus(text) { if (text.value == "Enter Name") { text.value = "Student Name -"; } } All I need here is when someone clicks on my textbox, the text "Student Name -" should change its color, and should text-align = left. I am looking for the appropriate syntax for something like text.color and text.align.

    Read the article

  • Align 2 columns of text links

    - by andu
    Hi , I have this code in my block and i would like to have the two columns left and right . Now the 2-nd one is under the first column . <style type="text/css"> a img{border:none;} #planninglaunchbox { background:#f3f8e7; color:#1f1f1f; font:normal 11px Arial,sans-serif; margin:0 10px 10px 0; overflow:hidden; width:235px; } #planninglaunchbox .inner { padding:10px 0 10px 10px; } #planninglaunchbox a{color:#1f1f1f;text-decoration:none;} #planninglaunchbox a:active, #planninglaunchbox a:hover{text-decoration:underline;color:#579BC3;} #planninglaunchbox h3 { color:#1f1f1f; font:normal 12px Georgia,serif; margin:0 0 5px; text-transform:lowercase; width:215px; } #planninglaunchbox h4 { font:bold 12px Arial,sans-serif; margin:0 0 10px; } #planninglaunchbox ul { list-style:none; margin:0 0 5px; padding:0; } #planninglaunchbox ul.first{margin-right:10px;} #planninglaunchbox ul.first, #planninglaunchbox ul.last { float:left; } #planninglaunchbox ul li { background:none; margin-bottom:5px; padding:0; } #planninglaunchbox ul li img { margin-right:6px; vertical-align:middle; } #planninglaunchbox .seeall { clear:both; margin:0; padding:0; width:auto; } </style> <div id="planninglaunchbox"> <div class="inner"> <h3> Theme</h3> <ul class="first"> !--Some links-- </ul> <ul class="last"> !--Some links-- </ul> </div> </div>

    Read the article

  • Clear Graphics Object to Black or other RGB

    - by Jimmy
    I am a rank beginner in C#. I am currently using this code: objGraphics.Clear(SystemColors.Control); What I want to do is Clear this object to black (or some other RGB color), and I'm stumped as to how to replace the SystemColors.Control with, preferably, an RGB color spec. I'd probably want to clear to black most of the time. Any help will be much appreciated!

    Read the article

  • Do you code variables in your language?

    - by Phil Hannent
    I am just working on a project where the library has an object with the property color, however being British I always use colour when writing variables and properties. I also just found some legacy code where the British developer used color in a variable name. Is American English the default for development now?

    Read the article

  • How to loop through the ChartColorPalette properties and add to list?

    - by John M
    I am using the Microsoft Chart Controls for .NET 3.5 (C#) and have a chart in a winform. My hope is to allow the user to change the color palette based on their preference. How do I iterate through the color properties of the ChartColorPalette and add them to a combobox list? I know it should be something like: for each(something in ChartColorPalette) { combobox.items.add(something.ToString); }

    Read the article

  • Point one style class to another?

    - by user246114
    Hi, I have a css class like: .foo { background-color: red; } then I have a class specified for a list: .list1 li { background-color: tan; } is it possible to set one style class to just point to another? Something like: .list1 li { .foo; } not sure how to articulate that - I just want the .list li style to be whatever I define for the .foo class. Thanks

    Read the article

  • coloring the clickable part of an image in iphone

    - by iphonecool
    Dear All, I'm assigned with new task for detecting the boundaries of an uiimage.That is, i want detect the boundary of an uiimage for coloring the particular part of an uiimage(for,part by part coloring). My Task is, I'm selecting the particular color among no.of colors and click on the particular part of the image the selectable part want to color.For that what should i do to achieve this. Please explain me how can i do this..what are the methods are used to achieve this. Thanks & Regards Renuga

    Read the article

  • [css only gradient background] problems with ff < 3.6

    - by Luca
    hi! :) anyone know if is possible to reproduce this effect background-image: -moz-linear-gradient(top, #666666, #000000); background-image: -webkit-gradient(linear,left bottom,left top,color-stop(0, #000000),color-stop(1, #666666)); also on ff < 3.6? im tryin' to generate a gradient background without images! thanks a lot in advance for any advice.

    Read the article

  • What are the default style property values in HTML?

    - by Emanuil
    Most HTML elements have style properties associated with them - such a "color", "font-size" and "padding". These style properties have default values. For example the "color" style property associated with the "a" (anchor) element seems to have a default value of "#000066". What are the default style properties values fo in HTML?

    Read the article

  • Updating UILabel and UIButton immediately

    - by paul simmons
    Hi, In a project, I change a UILabel's text with setText, a UIButton's color and after that do a time consuming calculation, followed by an animation. However, the text's and color's change is reflected after the calculation is executed (and before the animation begins) however I want to reflect the changes immediately before calculation (as you guess it is a waiting text) How can I achieve this?

    Read the article

  • Android - shadow on text?

    - by gazeebo
    Hi all, I am wondering how to add shadow on text in android? I have the following code which is applied on a bitmap and I wanted to be shadowed... paint.setColor(Color.BLACK); paint.setTextSize(55); paint.setFakeBoldText(false); paint.setShadowLayer(1, 0, 0, Color.BLACK); //This only shadows my whole view... Thankful for any tips!

    Read the article

< Previous Page | 109 110 111 112 113 114 115 116 117 118 119 120  | Next Page >