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  • C# Algorithm to Tint a Color a Certain Percent

    - by Josh Close
    I have a color and I want get a tint of that color by a certain percent. So 100% is the color itself, 90% is a slightly lighter color, etc. Basically, it's like adding 10% of opacity to the color, if the color is on a white background. I need to convert the color into a hex HTML color value, so I don't want transparency. Is there an algorithm to get a tint of the System.Drawing.Color RGB value?

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  • Android ListView with alternate color and on focus color

    - by Yogesh
    I need to set alternate color in list view rows but when i do that it removes/ disables the on focus default yellow background I tried with backgroundColor rowView.setBackgroundColor(SOME COLOR); also with backgrounddrwable. rowView.setBackgroundColor(R.drawable.view_odd_row_bg); <!-- Even though these two point to the same resource, have two states so the drawable will invalidate itself when coming out of pressed state. --> <item android:state_focused="true" android:state_enabled="false" android:state_pressed="true" android:drawable="@color/highlight" /> <item android:state_focused="true" android:state_enabled="false" android:drawable="@color/highlight" /> <item android:state_focused="true" android:state_pressed="true" android:drawable="@color/highlight" /> <item android:state_focused="false" android:state_pressed="true" android:drawable="@color/highlight" /> <item android:state_focused="true" android:drawable="@color/highlight" /> but it wont work. is there any way we can set background color and on focus color simultaneously which will work.

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  • Day dreaming about automatic RGB color function in PHP

    - by Sam
    Hello fellow earthlings. A quesion about RGB color and its usefulness in a simple tiny php code: Imagine I have variable $colorA containning a valid six char color. say B1B100, a greenish natural color. Now If I would like to make a new color from that, which is, say, ten steps lighter thatn that original color, roughly. $colorA = B1B100 // original color php code with little color engine lightening stuff up goes here $colorB = ?????? // original color lightened up Is there a php ready function that KNOWS rgb colors something like php function RGB ( input color, what to do, output color) Where what to do could be +/- 255 values of brightness etc etc. Is something like this already possible or am I day dreaming? rgb($colorA, +10, $colorB) If this does not exist, what would be the shortest code for doing this? Link suffices. Suggestions and ideas are answers to me. Thanks.

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  • Changing label color based on current label color in iPhone dev

    - by Matt Thomas
    I am having trouble figuring out the if statement code for changing the color of a UI label based on the current color of the label. For instance, if the label color is currently red and the correct button is pressed, I want the label color to change to black. If the label color is black I want the label color to change to blue. Many thanks for any tips.

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  • Per-pixel per-component alpha blending in Windows

    - by Crend King
    I have a 24-bit bitmaps with R, G, B color channels and a 24-bit bitmap with R, G, B alpha channels. I want to alpha blend the first bitmap to a HDC in GDI or RenderTarget in Direct2D with the alpha channels respectively. For example, suppose for one pixel, the bitmap color is (192, 192, 192), the HDC color is (0, 255, 255) and the alpha channels are (30, 40, 50). The final HDC color should be (22, 245, 242). I know I can BitBlt the HDC to a memory HDC first, do alpha blending by manually calculating the color of each pixel and finally BitBlt back. I just want to avoid the additional blitting and leave APIs do their job (faster since they are in kernel space). The first idea comes to my mind is to split the source bitmap into 3 red-only, green-only and blue-only 8-bit bitmaps, do normal alpha blending, then composite the 3 output bitmaps into the HDC. But I don't find a way to do the splitting and composition natively in Windows (would Direct2D layer help?). Also, the splitting and compositing may require many additional copying. The performance overhead would be too high. Or maybe do the alpha blending in 3 passes. Each pass apply the blending for one channel, while maintaining the other 2 unchanged. Thanks for any comment. EDIT: I found this question, and the answer should be good reference to this problem. However, besides AC_SRC_OVER, there is no other blending operation supported. Why don't Microsoft improve their API?

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  • Interface builder background color => clear color ?

    - by jchatard
    I've setup some background colors for my Labels in order to position them. Now that they are well in place, I vould like to reset their background color to none, or clearColor. But I don't find any way to achieve this in IB, I don't gind any "no color" color... Any way to do this without re-coding color at runtime? Thanks, Jérémy

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  • Using SDL to replace colors using SDL Color Keys

    - by Shawn B
    Hey, I am working an a simple Roguelike game, and using SDL as the display. The Graphics for the game is an image of Codepage 437, with the background being black, and the font white. Instead of using many seperate image files that are already colored, I want to use one image file, and replace the colors when it is being loaded into memory. The code to split the codepage into a sprite sheet works properly, but when attempting to print in color, everything comes out in white. I had it working the past, but somehow I broke the code when changing it from change the color at print, to change the color on load. Here is the code to load the image: SDL_Surface *Screen,*Font[2]; SDL_Rect Character[256]; Uint8 ScreenY,ScreenX; Uint16 PrintX,PrintY,ScreenSizeY,ScreenSizeX; Uint32 Color[2]; void InitDisplay() { if(SDL_Init(SDL_INIT_VIDEO) == -1) { printf("SDL Init failed\n"); return; } ScreenSizeY = 600; ScreenSizeX = 800; Screen = SDL_SetVideoMode(ScreenSizeX,ScreenSizeY,32,SDL_HWSURFACE | SDL_RESIZABLE); SDL_WM_SetCaption("Alpha",NULL); SDL_Surface *Load; Load = IMG_Load("resource/font.png"); Font[0] = SDL_DisplayFormat(Load); SDL_FreeSurface(Load); Color[0] = SDL_MapRGB(Font[0]->format,255,255,255); Color[1] = SDL_MapRGB(Font[0]->format,255,0,0); Uint8 i,j,k = 0; PrintX = 0; PrintY = 0; for(i = 0; i < 16; i++) { for(j = 0; j < 16; j++) { Character[k].x = PrintX; Character[k].y = PrintY; Character[k].w = 8; Character[k].h = 12; k++; PrintX += 8; } PrintX = 0; PrintY += 12; } PrintX = 0; PrintY = 0; for(i = 1; i < 2; i++) { Font[i] = SDL_DisplayFormat(Font[0]); SDL_SetColorKey(Font[i],SDL_SRCCOLORKEY,Color[i]); SDL_FillRect(Font[i],&Font[i]->clip_rect,Color[i]); SDL_BlitSurface(Font[0],NULL,Font[i],NULL); SDL_SetColorKey(Font[0],0,Color[0]); } } The problem is with the last for loop above. I can't figure out why it isn't working. Any help is greatly appreciated!

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  • Determining your websites color scheme

    - by Steve Hayes
    One of the biggest issues I have, from a UI standpoint, when building a new website is figuring out what colors I will use and of those colors, do they actually work well together. I found this site that has really helped me out and I figured I would share it with all of you and also get some responses back about either sites similar or other ways that you get/figure out your color schemes. Here is the site that I currently use: http://kuler.adobe.com/ With Adobe Kuler, you can chose a base color and it will suggest 5 colors, including your color, that go well with one another. You can, of course, modify the colors it chooses. Also,one of the main features I use, is the image color matching. You can upload an image and it will determine a color scheme based on the colors of the image. So if you have a logo and want to use the colors of the logo, then this works perfectly for you. Thank you and I look forward to your feedback!

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  • Color scheme: Smooth Dark

    - by xsl
    As requested by James McNellis I exported my Visual Studio color scheme and posted it here. It is basically the default Visual Studio color scheme with a dark background and slightly modified colors. Visual Studio 2010 Download: http://www.file-upload.net/download-2588083/Smooth-Dark.vssettings.html Installation: Select Tools > Import and Export Settings. Choose Import Selected Environment Settings. Select the file you downloaded. Import only the color settings. Click Finish. Console2 Installation In the file console.xml replace the color element with: <colors> <color id="0" r="23" g="27" b="32"/> <color id="1" r="120" g="150" b="180"/> <color id="2" r="139" g="163" b="137"/> <color id="3" r="119" g="181" b="181"/> <color id="4" r="181" g="122" b="119"/> <color id="5" r="186" g="141" b="183"/> <color id="6" r="168" g="171" b="129"/> <color id="7" r="182" g="182" b="182"/> <color id="8" r="114" g="114" b="114"/> <color id="9" r="120" g="150" b="180"/> <color id="10" r="139" g="163" b="137"/> <color id="11" r="119" g="181" b="181"/> <color id="12" r="181" g="122" b="119"/> <color id="13" r="186" g="141" b="183"/> <color id="14" r="168" g="171" b="129"/> <color id="15" r="255" g="255" b="255"/> </colors>

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  • Generate Color Gradient in C#

    - by Ngu Soon Hui
    My question here is similar to the question here, except that I am working with C#. I have two colors, and I have a predefine steps. How to retrieve a list of Colors that are the gradients between the two? This is an approach that I tried, which didn't work: int argbMax = Color.Chocolate.ToArgb(); int argbMin = Color.Blue.ToArgb(); var colorList = new List<Color>(); for(int i=0; i<size; i++) { var colorAverage= argbMin + (int)((argbMax - argbMin) *i/size); colorList.Add(Color.FromArgb(colorAverage)); } If you try the above code, you will find that a gradual increase in argb doesn't correspond to a visual gradual increase in the color. Any idea on this?

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  • Blending pixels from Two Bitmaps

    - by MarkPowell
    I'm beating my head against a wall here, and I'm fairly certain I'm doing something stupid, so time to make my stupidity public. I'm trying to take two images, blend them together into a third image using standard blending algorithms (Hardlight, softlight, overlay, multiply, etc). Because Android does not have such blend properties build in, I've gone down the path of taking each pixel and combine them using an algorithm. However, the results are garbage. Any help would be appreciated. Below is the code, which I've tried to strip out all the "junk", but some may have made it through. I'll clean it up if something isn't clear. Bitmap src = BitmapFactory.decodeResource(getResources(), R.drawable.base, options); Bitmap mutableBitmap = src.copy(Bitmap.Config.RGB_565, true); int imageId = getResources().getIdentifier("drawable/" + filter, null, getPackageName()); Bitmap filterBitmap = BitmapFactory.decodeResource(getResources(), imageId, options); float scaleWidth = ((float) mutableBitmap.getWidth()) / filterBitmap.getWidth(); float scaleHeight = ((float) mutableBitmap.getHeight()) / filterBitmap.getHeight(); IntBuffer buffSrc = IntBuffer.allocate(src.getWidth() * src.getHeight()); mutableBitmap.copyPixelsToBuffer(buffSrc); buffSrc.rewind(); IntBuffer buffFilter = IntBuffer.allocate(resizedFilterBitmap.getWidth() * resizedFilterBitmap.getHeight()); resizedFilterBitmap.copyPixelsToBuffer(buffFilter); buffFilter.rewind(); IntBuffer buffOut = IntBuffer.allocate(src.getWidth() * src.getHeight()); buffOut.rewind(); while (buffOut.position() < buffOut.limit()) { int filterInt = buffFilter.get(); int srcInt = buffSrc.get(); int alphaValueFilter = Color.alpha(filterInt); int redValueFilter = Color.red(filterInt); int greenValueFilter = Color.green(filterInt); int blueValueFilter = Color.blue(filterInt); int alphaValueSrc = Color.alpha(srcInt); int redValueSrc = Color.red(srcInt); int greenValueSrc = Color.green(srcInt); int blueValueSrc = Color.blue(srcInt); int alphaValueFinal = convert(alphaValueFilter, alphaValueSrc); int redValueFinal = convert(redValueFilter, redValueSrc); int greenValueFinal = convert(greenValueFilter, greenValueSrc); int blueValueFinal = convert(blueValueFilter, blueValueSrc); int pixel = Color.argb(alphaValueFinal, redValueFinal, greenValueFinal, blueValueFinal); buffOut.put(pixel); } buffOut.rewind(); mutableBitmap.copyPixelsFromBuffer(buffOut); BitmapDrawable drawable = new BitmapDrawable(getResources(), mutableBitmap); imageView.setImageDrawable(drawable); } int convert (int in1, int in2) { //simple multiply for example return in1 * in2 / 255; }

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  • Given a RGB color x, how to find the most contrasting color y?

    - by Arthur Wulf White
    I have to mark a certain item in a way that will make it stick-out in the background. I need it to be surrounded with the color that contrasts the background as much as possible so it will pop out and easily noticeable by the player. Lets say I know the background is color 'x', how do I find 'y' such that it will be very contrasting to 'x' and easy to notice in a background where 'x' is a dominant color? I first thought about inverting color 'x' and then I noticed that when 'x' is a medium shade of gray, if I invert 'x' to get 'y', then 'y' is also a medium shade of gray which does not work.

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  • Emacs color-theme suitable for maximum readability when projected [closed]

    - by Julien Chastang
    I will be giving a lisp talk in a few days at a meetup I regularly attend. Attendees have complained in the past about my emacs color theme not being readable when projected. What is a emacs color-theme suitable for maximum readability when projected? Post "Q & A" update I did some experimentation and found these color themes to be acceptable for projection Blue Mood blackOnGray Dark Blue 2

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  • 2-components color model

    - by Cyan
    RGB is the natural color model for OpenGL. But a lot of other color models exist. For example, CMY(K) for printers, YUV for JPEG, the little cousins YCbCr and YCoCg, HSL & HSV from the 70's, and so on. All these models tend to share a common property : they are based on 3 components. Therefore my question is : Does it exist a 2-components color model ? I'm surprised to not find any. I was expecting something along the line of Hue+light could exist. I guess it cannot be as "complete" as a true 3-components color model, but a fine-enough approximation will be good for my usecase. The end objective is to store the 2 components into a single BC5 texture (GL_COMPRESSED_RED_GREEN_RGTC2 in OpenGL). The 3rd component requires a second fetch into a second texture, which hurts performance.

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  • Should I embed the sRGB color profile in JPEG files?

    - by basic6
    I have a large (growing) collection of scanned images. They are TIFF files, mostly 48 bit with the Adobe RGB color space. This color profile is integrated in the files. When such a file is opened in IrfanView (with plugins), it says (Image - Information) Adobe RGB 1998. "Normal images", like the JPG files from a digital camera, do not (necessarily) have a color profile integrated in the file. I understand that it's necessary to include the Adobe RGB profile in an image file which uses the Adobe RGB space, so the color values can be interpreted correctly. Here's a test image with a completely different color profile, programs that ignore the included profile (like MSIE8 or Gwenview) will render it as sRGB (?): I'm planning to convert my TIF files to JPG, so I'm wondering if there's anything wrong with using IrfanView that would save them as sRGB without embedding the sRGB profile. I've heard that images should always be saved with the color profile included. Since every image seems to be interpreted as sRGB by default (by software without color management), I don't understand why the sRGB profile should be included?

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  • CSS Validation Warning: Same colors for color and background-color in two contexts

    - by TankDriver
    I am getting a ton of warnings like the ones listed below when I do a CSS validation check via http://jigsaw.w3.org/css-validator/validator?uri=http%3A%2F%2Fwww.gamefriction.com%2FCoded&profile=css21&usermedium=all&warning=1&lang=en > 513 Same colors for color and > background-color in two contexts > #blue_module and #red_module_top 513 Same colors for color and > background-color in two contexts > .content ul li and #red_module_top 513 > Same colors for color and > background-color in two contexts > #footer_container and #red_module_top 513 Same colors for color and > background-color in two contexts > ul.tabs li a.active and > #red_module_top 513 Same colors for color and background-color in two > contexts #content_960 and > #red_module_top 513 Same colors for color and background-color in two > contexts #content_main and > #red_module_top 513 Same colors for color and background-color in two > contexts .content and #red_module_top > 513 Same colors for color and > background-color in two contexts > #league_module select option and #red_module_top 513 Same colors for color and background-color in two > contexts #red_module and > #red_module_top Any ideas how to fix this? CSS file: gamefriction.com/Coded/css/style.css

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  • D3D9 Alpha Blending on the surfaces

    - by Indeera
    I have a surface (OffScreenPlain or RenderTarget with D3DFMT_A8R8G8B8) which I copy pixels (ARGB) to, from a third party function. Before pixel copying, Bits are accessed by LockRect. This surface is then StretchRect to the Backbuffer which is (D3DFMT_A8R8G8B8). Surface and Backbuffer are different dimensions. Filtering is set to D3DTEXF_NONE. Just after creating the d3d device I've set following RenderState settings D3DRS_ALPHABLENDENABLE -> TRUE D3DRS_BLENDOP -> D3DBLENDOP_ADD D3DRS_SRCBLEND -> D3DBLEND_SRCALPHA D3DRS_DESTBLEND -> D3DBLEND_INVSRCALPHA But I see no alpha blending happening. I've verified that alpha is specified in pixels. I've done a simple test by creating a vertex buffer and drawing a triangle (DrawPrimitive) which displays with alpha blending. In this test surface was StretchRect first and then DrawPrimitive, and the surface content displays without alpha blending and the triangle displays with alpha blending. What am I missing here? Thanks

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  • BGR Color Space

    - by updateraj
    I understand RGB --- value (0-255)Red,(0-255)Green,(0-255)Blue to form a color. What is exactly BGR color space ? How is it different from RGB color space ?

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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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  • How to make selection color be "on top" when background color for any text element is set in Visual

    - by Confused Developer
    Faced problem while setting background color for any element in Visual Studio 2010 editor. Selection color doesn't override this background color. So then it's very inconvenient to work with selections in editor. Case when only string literal is selected it's almost impossible to distinguish colors and see what part of string is selected. Is there any possibility to fix the problem by changing some options? Or it's a Visual Studio bug?

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  • Colorize with a given color a texture

    - by Pacha
    I have a texture and I want to "colorize" it with a given color, lets say cyan (#00ffff) or purple (#800080). What I want to do, is get all the pixel values from the texture, and remove the color and keep the "brightness" and "saturation" and apply to the desired color. There is a tool in GIMP to do this called Colorize (Colors -> Colorize.. while editing), I made an example below. This is will all be done in a shader (GLSL), although this is probably a general algorithm.

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