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  • Mousin' down the PathListBox

    - by T
    While modifying the standard media player with a new look and feel for Ineta Live I saw a unique opportunity to use their logo with a dotted I with and attached arc as the scrub control. So I created a PathListBox that I wanted an object to follow when a user did a click and drag action.  Below is how I solved the problem.  Please let me know if you have improvements or know of a completely different way.  I am always eager to learn. First, I created a path using the pen tool in Expression Blend (see the yellow line in image below).  Then I right clicked that path and chose [Path] --> [Make Layout Path].   That created a new PathListBox.  Then I chose the object I want to move down the new PathListBox and Placed it as a child in the Objects and Timeline window (see image below).  If the child object (the thing the user will click and drag) is XAML, it will move much smoother than images. Just as another side note, I wanted there to be no highlight when the user selects the “ball” to drag and drop.  This is done by editing the ItemContainerStyle under Additional Templates on the PathListBox.  Post a question if you need help on this and I will expand my explanation. Here is a pic of the object and the path I wanted it to follow.  I gave the path a yellow solid brush here so you could see it but when I lay this over another object, I will make the path transparent.   To animate this object down the path, the trick is to animate the Start number for the LayoutPath.  Not the StartItemIndex, the Start above Span. In order to enable animation when a user clicks and drags, I put in the following code snippets in the code behind. the DependencyProperties are not necessary for the Drag control. namespace InetaPlayer{ public partial class PositionControl : UserControl { private bool _mouseDown; private double _maxPlayTime; public PositionControl() { // Required to initialize variables InitializeComponent(); //mouse events for scrub control positionThumb.MouseLeftButtonDown += new MouseButtonEventHandler(ValueThumb_MouseLeftButtonDown); positionThumb.MouseLeftButtonUp += new MouseButtonEventHandler(ValueThumb_MouseLeftButtonUp); positionThumb.MouseMove += new MouseEventHandler(ValueThumb_MouseMove); positionThumb.LostMouseCapture += new MouseEventHandler(ValueThumb_LostMouseCapture); } // exposed for binding to real slider using a DependencyProperty enables animation, styling, binding, etc.... public double MaxPlayTime { get { return (double)GetValue(MaxPlayTimeProperty); } set { SetValue(MaxPlayTimeProperty, value); } } public static readonly DependencyProperty MaxPlayTimeProperty = DependencyProperty.Register("MaxPlayTime", typeof(double), typeof(PositionControl), null);   // exposed for binding to real slider using a DependencyProperty enables animation, styling, binding, etc....   public double CurrSliderValue { get { return (double)GetValue(CurrSliderValueProperty); } set { SetValue(CurrSliderValueProperty, value); } }   public static readonly DependencyProperty CurrSliderValueProperty = DependencyProperty.Register("CurrSliderValue", typeof(double), typeof(PositionControl), new PropertyMetadata(0.0, OnCurrSliderValuePropertyChanged));   private static void OnCurrSliderValuePropertyChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) { PositionControl control = d as PositionControl; control.OnCurrSliderValueChanged((double)e.OldValue, (double)e.NewValue); }   private void OnCurrSliderValueChanged(double oldValue, double newValue) { _maxPlayTime = (double) GetValue(MaxPlayTimeProperty); if (!_mouseDown) if (_maxPlayTime!=0) sliderPathListBox.LayoutPaths[0].Start = newValue / _maxPlayTime; else sliderPathListBox.LayoutPaths[0].Start = 0; }  //mouse control   void ValueThumb_MouseMove(object sender, MouseEventArgs e) { if (!_mouseDown) return; //get the offset of how far the drag has been //direction is handled automatically (offset will be negative for left move and positive for right move) Point mouseOff = e.GetPosition(positionThumb); //Divide the offset by 1000 for a smooth transition sliderPathListBox.LayoutPaths[0].Start +=mouseOff.X/1000; _maxPlayTime = (double)GetValue(MaxPlayTimeProperty); SetValue(CurrSliderValueProperty ,sliderPathListBox.LayoutPaths[0].Start*_maxPlayTime); }   void ValueThumb_MouseLeftButtonUp(object sender, MouseButtonEventArgs e) { _mouseDown = false; } void ValueThumb_LostMouseCapture(object sender, MouseEventArgs e) { _mouseDown = false; } void ValueThumb_MouseLeftButtonDown(object sender, MouseButtonEventArgs e) { _mouseDown = true; ((UIElement)positionThumb).CaptureMouse(); }   }}  I made this into a user control and exposed a couple of DependencyProperties in order to bind it to a standard Slider in the overall project.  This control is embedded into the standard Expression media player template and is used to replace the standard scrub bar.  When the player goes live, I will put a link here.

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  • Oracle Tax ETPM V2.3.1 Portuguese documentation is Now Available

    - by Rick Finley
    This provides a Portuguese user assistence (UA) language pack for Oracle ETPM v2.3.1.  Please note, this language pack translates the ETPM online help to Iberian Portuguese.   Language Patch Download: 1.   To download the Portuguese language pack please log in to My Oracle Support https://support.oracle.com/CSP/ui/flash.html. 2.     Select the 'Patches and Updates' tab 3.     Type in the Patch number: 13927078 4.     Click the Patch number 5.     Download using the yellow download button on the right hand side  

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  • Ubuntu 12.10 64b does not shutdown

    - by user108264
    I am a new linux user so i am not familiar with what actually is needed to check. When shutting down or trying to restart i get a screen with yellow letters and the system does not close or restart. I have to shut down manually. I can't type all the numbers but i will give the last ones. [90102.232650] [ end-trace 435966f5b367871 ] this seems to have happened after i downgraded the xorg so i can get drivers for my ATI card(4850HD). The suspend command works fine.

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  • pygame.Rect around circle

    - by geekkid
    I'm trying to make a pong game in pygame , but i can't figure out how to but a ball circle , which i can create with pygame.draw.circle into a pygame.Rect object so i can use the colliderect function and manipulate the ball's position. For example, with rectangles, i can do something like this : rect = pygame.Rect(255, 255, 100, 100) pygame.draw.rect(screen, yellow, rect) and then when i change the pygame.Rect object position , the drawing primitives position also changes. How can the same effect be achieved when i want to draw a circle, instead of a rectangle? Thank you.

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  • What are milestones for a game developer to gauge their progress?

    - by user16710
    I know actually completing a game is a massive milestone, a complete polished, holistic experience. Something that I've not yet been able to commit to. There are of course classes and degrees to earn in several fields that will help gain experience, but how would one judge their own progress and strive to progress further? The yellow brick road to "Rock Star Game Programmer" is very cloudy. At this point I think it may be closer to an ocean, drifting along until you wake up one day at your destination.

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  • Android app, No error message but has stopped unexpectedly [migrated]

    - by user74722
    Does anyone know what is my problem. I do not have any compile error messages however when i run the app it crashes and stops unexpectedly. Here is my codes. Thank you in advance. ListView l ; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_final_project); String arr[]={"Red","Green","Blue","Yellow","Cyan"}; l=(ListView) findViewById(R.id.listView1); ArrayAdapter<String> adapter=new ArrayAdapter<String>(getApplicationContext(), android.R.layout.simple_list_item_1, arr); l.setAdapter(adapter); Button buttonOne = (Button) findViewById(R.id.button1); buttonOne.setOnClickListener(new OnClickListener(){ @Override public void onClick(View v){ setContentView(R.layout.layout_save); // setContentView(R.layout.activity_final_project); //startActivity(new Intent("com.example.finalproject.layout_save")); } }); }

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  • Engine Rendering pipeline : Making shaders generic

    - by fakhir
    I am trying to make a 2D game engine using OpenGL ES 2.0 (iOS for now). I've written Application layer in Objective C and a separate self contained RendererGLES20 in C++. No GL specific call is made outside the renderer. It is working perfectly. But I have some design issues when using shaders. Each shader has its own unique attributes and uniforms that need to be set just before the main draw call (glDrawArrays in this case). For instance, in order to draw some geometry I would do: void RendererGLES20::render(Model * model) { // Set a bunch of uniforms glUniformMatrix4fv(.......); // Enable specific attributes, can be many glEnableVertexAttribArray(......); // Set a bunch of vertex attribute pointers: glVertexAttribPointer(positionSlot, 2, GL_FLOAT, GL_FALSE, stride, m->pCoords); // Now actually Draw the geometry glDrawArrays(GL_TRIANGLES, 0, m->vertexCount); // After drawing, disable any vertex attributes: glDisableVertexAttribArray(.......); } As you can see this code is extremely rigid. If I were to use another shader, say ripple effect, i would be needing to pass extra uniforms, vertex attribs etc. In other words I would have to change the RendererGLES20 render source code just to incorporate the new shader. Is there any way to make the shader object totally generic? Like What if I just want to change the shader object and not worry about game source re-compiling? Any way to make the renderer agnostic of uniforms and attributes etc?. Even though we need to pass data to uniforms, what is the best place to do that? Model class? Is the model class aware of shader specific uniforms and attributes? Following shows Actor class: class Actor : public ISceneNode { ModelController * model; AIController * AI; }; Model controller class: class ModelController { class IShader * shader; int textureId; vec4 tint; float alpha; struct Vertex * vertexArray; }; Shader class just contains the shader object, compiling and linking sub-routines etc. In Game Logic class I am actually rendering the object: void GameLogic::update(float dt) { IRenderer * renderer = g_application->GetRenderer(); Actor * a = GetActor(id); renderer->render(a->model); } Please note that even though Actor extends ISceneNode, I haven't started implementing SceneGraph yet. I will do that as soon as I resolve this issue. Any ideas how to improve this? Related design patterns etc? Thank you for reading the question.

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  • Get Specific depth values in Kinect (XNA)

    - by N0xus
    I'm currently trying to make a hand / finger tracking with a kinect in XNA. For this, I need to be able to specify the depth range I want my program to render. I've looked about, and I cannot see how this is done. As far as I can tell, kinect's depth values only work with pre-set ranged found in the depthStream. What I would like to do is make it modular so that I can change the depth range my kinect renders. I know this has been down before but I can't find anything online that can show me how to do this. Could someone please help me out? I have made it possible to render the standard depth view with the kinect, and the method that I have made for converting the depth frame is as follows (I've a feeling its something in here I need to set) private byte[] ConvertDepthFrame(short[] depthFrame, DepthImageStream depthStream, int depthFrame32Length) { int tooNearDepth = depthStream.TooNearDepth; int tooFarDepth = depthStream.TooFarDepth; int unknownDepth = depthStream.UnknownDepth; byte[] depthFrame32 = new byte[depthFrame32Length]; for (int i16 = 0, i32 = 0; i16 < depthFrame.Length && i32 < depthFrame32.Length; i16++, i32 += 4) { int player = depthFrame[i16] & DepthImageFrame.PlayerIndexBitmask; int realDepth = depthFrame[i16] >> DepthImageFrame.PlayerIndexBitmaskWidth; // transform 13-bit depth information into an 8-bit intensity appropriate // for display (we disregard information in most significant bit) byte intensity = (byte)(~(realDepth >> 8)); if (player == 0 && realDepth == 00) { // white depthFrame32[i32 + RedIndex] = 255; depthFrame32[i32 + GreenIndex] = 255; depthFrame32[i32 + BlueIndex] = 255; } // omitted other if statements. Simple changed the color of the pixels if they went out of the pre=set depth values else { // tint the intensity by dividing by per-player values depthFrame32[i32 + RedIndex] = (byte)(intensity >> IntensityShiftByPlayerR[player]); depthFrame32[i32 + GreenIndex] = (byte)(intensity >> IntensityShiftByPlayerG[player]); depthFrame32[i32 + BlueIndex] = (byte)(intensity >> IntensityShiftByPlayerB[player]); } } return depthFrame32; } I have a strong hunch it's something I need to change in the int player and int realDepth values, but i can't be sure.

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  • How to programmatically replace UIToolBar items built in IB

    - by frankodwyer
    I have a toolbar with various image buttons, created in Interface Builder. I'd like to be able to programmatically replace one of the buttons with an activity indicator when pressed, and then put back the original button but change its color from white to yellow when the activity completes. Is this possible with an IB built toolbar or must I look at building the whole toolbar programmatically and custom views?

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  • Jquery Knob animate and change color

    - by user1468116
    I'd like to create a knob that switch color at some point. For example, at 35 is red, at 70 is yellow and 100 is green. I also would like to make it animate. this is my fiddle: http://jsfiddle.net/Tropicalista/jUELj/6/ My code is: enter code here $(document).ready(function() { $('.dial').val(13).trigger('change').delay(2000); $(".dial").knob({ 'min':0, 'max':100, 'readOnly': true, 'width': 120, 'height': 120, 'fgColor': '#b9e672', 'dynamicDraw': true, 'thickness': 0.2, 'tickColorizeValues': true, 'skin':'tron' }) });

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  • How to convert between Enums where values share the same names ?

    - by Ross Watson
    Hi, if I want to convert between two Enum types, the values of which, I hope, have the same names, is there a neat way, or do I have to do it like this...? enum colours_a { red, blue, green } enum colours_b { yellow, red, blue, green } static void Main(string[] args) { colours_a a = colours_a.red; colours_b b; //b = a; b = (colours_b)Enum.Parse(typeof(colours_b), a.ToString()); } Thanks, Ross

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  • healthy DLL reference broken after compile multi-project solution

    - by Code Sherpa
    Hi. I have a solution with multiple class libraries. When I compile each individual library (and the web site by itself) compilation always succeeds. But, when I compile the solution as a whole, one of the library references fails with a little yellow exclamation mark next to the failed library. I am guessing this has to do with the build order? Can somebody suggest what i have to do to resolve this? Thanks in advance.

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  • Any way to colorize specific days in FullCalendar?

    - by Bryan Field-Elliot
    Using FullCalendar, is there any way I can programmatically colorize specific days differently than the rest of the days? For example, in the "month" or "week" views, I'd like to colorize days with no events on them "red", and days with some events (but not yet a full schedule) "yellow". Days with a full schedule would be colorized normally (white background). Are there any callbacks or CSS tags I can take advantage of to add this behavior? Thank you.

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  • Why can't I render objects to texture properly using FBO?

    - by Brett
    Hello, I'm trying to implement a simple program using 3 FBO's to render a scene to a texture and display a textured quad. I've successfully done this previously using fragment shaders before projecting to the textured quad but can't get it to work without a shader. What could be wrong? First I set up my textures glGenTextures(3, renderTextureID); for (GLint i = 0; i < 3; i++) { glBindTexture(GL_TEXTURE_2D, renderTextureID[i]); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // this may change with window size changes glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, fboWidth, fboHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); } Next some framebuffer state glGenFramebuffersEXT(3, framebufferID); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[0]); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, renderTextureID[0], 0); GLenum fboStatus = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); if(fboStatus != GL_FRAMEBUFFER_COMPLETE_EXT) { fprintf(stderr, "FBO Error!"); } glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[1]); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, renderTextureID[1], 0); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[2]); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, renderTextureID[2], 0); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); Then I render the scene glViewport(0, 0, fboWidth, fboHeight); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebufferID[0]); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawModels(); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); glBindTexture(GL_TEXTURE_2D, renderTextureID[0]); glEnable(GL_SCISSOR_TEST); glViewport(windowWidth/2, 0, fboWidth, fboHeight); glScissor(windowWidth/2, 0, fboWidth, fboHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glBegin(GL_QUADS); glTexCoord2i(0, 0); glVertex2f(-1.0f, -1.0f); glTexCoord2i(1, 0); glVertex2f(1.0f, -1.0f); glTexCoord2i(1, 1); glVertex2f(1.0f, 1.0f); glTexCoord2i(0, 1); glVertex2f(-1.0f, 1.0f); glEnd(); glDisable(GL_SCISSOR_TEST); glutSwapBuffers(); The result is a yellow square. Draw models draws yellow wireframe cubes if not using the FBO so the problem is not that. I've read a previous similar post that talks about using glTexParameterf after generating and binding textures but i've done this. Thanks...

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  • eclEmma - full code coverage on class header?

    - by Fork
    Hi, I have a class that starts with: public class GeneralID implements WritableComparable<GeneralID>{ ... } And another that is: public class LineValuesMapper<KI, VI, KO, VO> extends Mapper<LongWritable, Text, Text, IntWritable>{ ... } All methods in these classes are covered. But not their header. The header of both classes gets painted as yellow with EclEmma. Is there anything I can do to fully cover the class header?

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  • How can I make kml data in google earth look like google maps?

    - by celenius
    I have a program that generates a .shp file, and exports this as a kml file. I would like to be able to display my output using the standard google map 'map' style (gray background, yellow streets, etc) in google earth. Is there a style guide or method that I should be using? Any thoughts appreciated - I wasn't sure how to structure this question. Thank you.

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  • How can I make kml data look like google maps?

    - by celenius
    I have a program that generates a .shp file, and exports this as a kml file. I would like to be able to display my output using the standard google map 'map' style (gray background, yellow streets, etc) in google earth, or in the google earth api. Is there a style guide or method that I should be using? Any thoughts appreciated - I wasn't sure how to structure this question. Thank you.

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  • transparency in swf in vb.net

    - by testkhan
    how can i control swf background transparency in vb.net.........either with flash.ocx or if there is any other way.......so that if i have a swf animation block with red in background and some text written with yellow.......now how can i remove that red background in vb.net...actually i want to make a system so that i can choose any color as transparency key for swf.........like in tv channels logos.......etc

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  • Looking for MDI Manager with tab grouping that allows show and hide of groups?

    - by Jeff Lundstrom
    I am looking for a MDI manager solution that allows documents to be grouped and show/hidden programmaticly. Example, 3 document types, red, yellow and green. When you click a button the MDI manager shows only the red documents by hiding the other 2 types tabs. None of the MDI managers (Actipro, Infragistics, etx) I have looked at can do this. They require all documents to be visible... Anyone know of a good solution for this in C#? Thanks, Jeff

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  • jQyery bind on ajax load() event

    - by Andrei C
    Hi guys. I have a page which display multiple blocks with results details. Inside each block I have some tags with thichbox jQuery plugin attached( class="thichbox"). http://jquery.com/demo/thickbox/ here is an example of one kind of ampersant tag: <a class="thickbox" title="Please Sign In" href="userloginredir.php?height=220&width=350&deal=3"> Problem comes when I added a jQuery pagination to the page because of to many results displaying on the page. The div component with the results inside is updated through ajax load() event. Below is the pagination script. $(document).ready(function(){ //References var pages = $("#menu_deals li"); var loading = $("#loading_deals"); var content = $("#content_deals"); //show loading bar function showLoading(){ loading .css({visibility:"visible"}) .css({opacity:"1"}) .css({display:"block"}) ; } //hide loading bar function hideLoading(){ loading.fadeTo(1000, 0); }; //Manage click events pages.live('click',function(){ //show the loading bar showLoading(); //Highlight current page number pages.css({'background-color' : ''}); $(this).css({'background-color' : 'yellow'}); //Load content var pageNum = this.id; var targetUrl = "ajax_search_results.php?page=" + pageNum + "&" + $("#dealsForm").serialize() + " #content_d"; content.load(targetUrl, hideLoading); }); //default - 1st page $("#1").css({'background-color' : 'yellow'}); var targetUrl = "ajax_search_results.php?page=1&" + $("#dealsForm").serialize() + " #content_d"; showLoading(); content.load(targetUrl, hideLoading); }); When I added pagination(code above), the thickbox events are not recognized anymore and instead of poping out a window with the login form inside it opens the results in new page (is acting like clicking on a normal link) From my jQuery knowledge this means that the components are not defined in the DOM because the content is updated after document ready triggered. I'm trying to bind the load event with something like this: content.bind('load',???); But I don't know how to pass the load params, targetUrl and the callback function hideLoading, when binding the load event. Please help me out in this matter, already took me more time than possible allowed. Thank you!

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  • Getting XML data from a external page and parsing it with PHP

    - by James P
    I'm trying to create a database of World of Warcraft gems. If I go to this page: http://www.wowarmory.com/search.xml?fl[source]=all&fl[type]=gems&fl[subTp]=purple&searchType=items And go to View Source in Firefox, I see a tonne of XML data which is exactly what I want. I wrote up this quick script to try and parse some of it: <?php $gemUrls = array( 'Blue' => 'http://www.wowarmory.com/search.xml?fl[source]=all&fl[type]=gems&fl[subTp]=blue&searchType=items', 'Red' => 'http://www.wowarmory.com/search.xml?fl[source]=all&fl[type]=gems&fl[subTp]=red&searchType=items', 'Yellow' => 'http://www.wowarmory.com/search.xml?fl[source]=all&fl[type]=gems&fl[subTp]=yellow&searchType=items', 'Meta' => 'http://www.wowarmory.com/search.xml?fl[source]=all&fl[type]=gems&fl[subTp]=meta&searchType=items', 'Green' => 'http://www.wowarmory.com/search.xml?fl[source]=all&fl[type]=gems&fl[subTp]=green&searchType=items', 'Orange' => 'http://www.wowarmory.com/search.xml?fl[source]=all&fl[type]=gems&fl[subTp]=orange&searchType=items', 'Purple' => 'http://www.wowarmory.com/search.xml?fl[source]=all&fl[type]=gems&fl[subTp]=purple&searchType=items', 'Prismatic' => 'http://www.wowarmory.com/search.xml?fl[source]=all&fl[type]=gems&fl[subTp]=purple&searchType=items' ); // Get blue gems $blueGems = file_get_contents($gemUrls['Blue']); $xml = new SimpleXMLElement($blueGems); echo $xml->items[0]->item; ?> But I get a load of errors like this: Warning: SimpleXMLElement::__construct() [simplexmlelement.--construct]: Entity: line 20: parser error : xmlParseEntityRef: no name in C:\xampp\htdocs\WoW\index.php on line 19 Warning: SimpleXMLElement::__construct() [simplexmlelement.--construct]: if(Browser.iphone && Number(getcookie2("mobIntPageVisits")) < 3 && getcookie2( in C:\xampp\htdocs\WoW\index.php on line 19 I'm not sure what's wrong. I think file_get_contents() is bringing back data that isn't XML, maybe some Javascript files judging by the iPhone parts in the errors. Is there any way to just get back the XML from that page? Without any HTML or anything? Thanks :)

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  • GUI design for color blindness

    - by Phillip Ngan
    It is common to represent status of an item in a GUI using the colors: red, yellow, green, to mean error, warning, and OK (or something equivalent). However, 7-10% of men have difficulty distinguishing between red and green because of color blindness. So far I've looked at Color Scheme Designer which simulates how people with different color blindnesses would perceive a set of colors, but I'm interested in hearing how you have approached this problem and how successful it was.

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  • Make HTML content area fit to viewport height?

    - by viatropos
    I just made this demo extracting out what I'm trying to accomplish: Autosize Main Content Area I want the pink/yellow area to act according to these rules: Minimum height is the size of its content (which is variable) IF content size is smaller than viewport size Otherwise minimum height is such that it adjusts to fill the window. Checking out the source to that demo, what am I missing? I feel like this is a pretty easy case that shouldn't require javascript. Any ideas?

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