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  • Alternating table row color, but with 2 rows of data

    - by PixelMuse
    I've got my table setup for Zebra striping, but how do I accomplish making the row color alternate for 2 rows instead of a single row? My data markup looks like this: <tr> <td>@task.TaskNum</td> <td>@task.RepiarTime</td> <td>Priority Club</td> <td>SD</td> <td>Commercial</td> <td>Reg Commercial</td> <td>After Hours</td> </tr> <tr><td colspan="7"> @task.Description.ToString() </td></tr> I am using this to stripe it: $(document).ready(function () { $(".stripeMe tr").mouseover(function () { $(this).addClass("over"); }).mouseout(function () { $(this).removeClass("over"); }); $(".stripeMe tr:even").addClass("alt"); });

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  • Colorizing your terminal and shell environment?

    - by Stefan Lasiewski
    I spend most of my time working in Unix environments and using Terminal emulators. I try to use color on the commandline, because color makes the output more useful and intuitive. What are some good ways to add color to my terminal environment? What tricks do you do? What pitfals have you encountered? Unfortunately, support for color is wildly variable depending on terminal type, OS, TERM setting, utility, buggy implementations, etc. Here's what I do currently, after alot of experimentation: I tend to set 'TERM=xterm-color', which is supported on most hosts (but not all). I work on a number of different hosts, different OS versions, etc. I'm trying to keep things simple and generic, if possible. Many OSs set things like 'dircolors' and by default, and I don't want to modify this everywhere. So I try to stick with the defaults. Instead tweak my Terminal's color configuration. Use color for some unix commands (ls, grep, less, vim) and the Bash prompt. These commands seem to the standard "ANSI escape sequences" I've managed to find some settings which are widely supported, and which don't print gobbledygook characters in older environments (even FreeBSD4!) (For the most part). From my .bash_profile ### Color support # The Terminal application typically does 'export TERM=term=color' # Some terminal types will print Black, White & underlined with these settings. OS=`uname -s` case "$OS" in "SunOS" ) # Solaris9 ls doesn't allow color, so use special characters instead. LS_OPTS='-F' ;; "Linux" ) # GNU tools supports colors! See dircolors to customize colors export LS_OPTS='--color=auto' # Color support using 'less -R' alias less='less --RAW-CONTROL-CHARS' alias ls='ls ${LS_OPTS} export GREP_OPTIONS="--color=auto" ;; "Darwin"|"FreeBSD") # Most FreeBSD & Apple Darwin supports colors # LS_OPTS="-G" export CLICOLOR=true alias less='less --RAW-CONTROL-CHARS' export GREP_OPTIONS="--color=auto" ;; esac

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  • Changing RGB color image to Grayscale image using Objective C

    - by user567167
    I was developing a application that changes color image to gray image. However, some how the picture comes out wrong. I dont know what is wrong with the code. maybe the parameter that i put in is wrong please help. UIImage *c = [UIImage imageNamed:@"downRed.png"]; CGImageRef cRef = CGImageRetain(c.CGImage); NSData* pixelData = (NSData*) CGDataProviderCopyData(CGImageGetDataProvider(cRef)); size_t w = CGImageGetWidth(cRef); size_t h = CGImageGetHeight(cRef); unsigned char* pixelBytes = (unsigned char *)[pixelData bytes]; unsigned char* greyPixelData = (unsigned char*) malloc(w*h); for (int y = 0; y < h; y++) { for(int x = 0; x < w; x++){ int iter = 4*(w*y+x); int red = pixe lBytes[iter]; int green = pixelBytes[iter+1]; int blue = pixelBytes[iter+2]; greyPixelData[w*y+x] = (unsigned char)(red*0.3 + green*0.59+ blue*0.11); int value = greyPixelData[w*y+x]; } } CFDataRef imgData = CFDataCreate(NULL, greyPixelData, w*h); CGDataProviderRef imgDataProvider = CGDataProviderCreateWithCFData(imgData); size_t width = CGImageGetWidth(cRef); size_t height = CGImageGetHeight(cRef); size_t bitsPerComponent = 8; size_t bitsPerPixel = 8; size_t bytesPerRow = CGImageGetWidth(cRef); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceGray(); CGBitmapInfo info = kCGImageAlphaNone; CGFloat *decode = NULL; BOOL shouldInteroplate = NO; CGColorRenderingIntent intent = kCGRenderingIntentDefault; CGDataProviderRelease(imgDataProvider); CGImageRef throughCGImage = CGImageCreate(width, height, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpace, info, imgDataProvider, decode, shouldInteroplate, intent); UIImage* newImage = [UIImage imageWithCGImage:throughCGImage]; CGImageRelease(throughCGImage); newImageView.image = newImage;

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  • Can we find out the difference between 2 RGb colors to find out a 3rd color?

    - by AK
    2 colors are mixed together. If i have the RGB for the resultant color and RGB for one of the colors mixed, then somehow i could calculate the 2nd color? I will try to explain visually what i am trying to say. Here is a flickr link http://www.flickr.com/photos/48150615@N08/4407414157 I know that the circle in the middle has an opacity of 20% Is there any way to know the color value of the circle so that i can deduct that to get the same color value as the background color.

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  • C# Problem with getPixel & setting RTF text colour accordingly

    - by m3n
    Heyo, I'm messing with converting images to ASCII ones. For this I load the image, use getPixel() on each pixel, then change insert a character with that colour into a richTextBox. Bitmap bmBild = new Bitmap(openFileDialog1.FileName.ToString()); // valid image int x = 0, y = 0; for (int i = 0; i <= (bmBild.Width * bmBild.Height - bmBild.Height); i++) { // Ändra text här richTextBox1.Text += "x"; richTextBox1.Select(i, 1); if (bmBild.GetPixel(x, y).IsKnownColor) { richTextBox1.SelectionColor = bmBild.GetPixel(x, y); } else { richTextBox1.SelectionColor = Color.Red; } if (x >= (bmBild.Width -1)) { x = 0; y++; richTextBox1.Text += "\n"; } x++; } GetPixel does return the correct colour, but the text only end up black. If I change this richTextBox1.SelectionColor = bmBild.GetPixel(x, y); to this richTextBox1.SelectionColor = Color.Red; It works fine. Why am I not getting the right colours? (I know it doesn't do the new lines properly, but I thought I'd get to the bottom of this issue first.) Thanks

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  • When dynamically adding nodes to DOM how to make browser repaint the background to avoid artefacts?

    - by Tim
    Given nested DIVs: <div id="outer" <div id = "inner" > <div id = "injectedcontent"> nodes are added to this DIV with </div> </div> </div> and this css: #outer {background-color: lightgrey; padding: 2em; width: 100%; height: 100%} #inner {background-color: white; width: 100%; height: 100%} and content injected in this manner: function injectContent(titleDivId, content){ var resultscontainer=document.getElementById('injectedcontent'); var titleDiv = document.getElementById(titleDivId); if (titleDiv == null) { titleDiv=document.createElement('div'); titleDiv.id=titleDivId; titleDiv.innerHTML += content; resultscontainer.appendChild(titleDiv); } else { titleDiv.innerHTML += content; } } the browsers do not redraw the outer DIV's background to accommodate the injected content. When I scroll the page (lots of text gets injected into the page -- it is a full-text search app) the lightgray background is painted right across the text, as shown in the attached image. Is there a way to cause the browser to recalculate page-depth after injecting content? Or is this problem related to this line: titleDiv.innerHTML += content; Is it better to add titleDiv's content a node at a time? I've recently seen respected people using innerHTML in this way, although postings from from several years ago discourage use of innerHTML. 1:

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  • Pulling a value from one jQuery function into another

    - by Travis
    I'm trying to take the hex value chosen from a jQuery colorpicker plugin, and store it as a cookie using the jQuery cookie plugin. I just don't know the appropriate way to tie the two together (new to js and jQuery). Here's my colorpicker function: $('#colorSelector').ColorPicker({ color: '#ffffff', onShow: function (colpkr) { $(colpkr).fadeIn(500); return false; }, onHide: function (colpkr) { $(colpkr).fadeOut(500); return false; }, onChange: function (hsb, hex, rgb) { $('#colorSelector div, .preview-image, .cover ').css('backgroundColor', '#' + hex); $('body').css('backgroundColor', '#' + hex); $.cookie('bgColor', 'picker'); return false; } }); And here's my cookie function as is: var bgColor = $.cookie('bgColor'); if (bgColor == 'picker') { $('#colorSelector div, .preview-image, .cover ').css('backgroundColor', '#' + hex); }; I can set and store the cookie value as a standard css background-color, but can't figure out how to pull the "'backgroundColor', '#' + hex" value into the cookie function.

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  • CSS - How to create a table cell with a two-colour background?

    - by Chris
    Hi, I'm trying to create an HTML table cell with a two-tone background; so I have normal text on a background which is yellow on the left, and green on the right. The closest I've got so far is as follows. The background is correctly half-and-half, but the content text is displaced below it. <html> <head> <style type='text/css'> td.green { background-color: green; padding: 0px; margin: 0px; height:100%; text-align:center } div.yellow { position:relative; width: 50%; height: 100%; background-color:yellow } </style> </head> <body style="width: 100%"> <table style="width: 25%"> <tr style="padding: 0px; margin: 0px"> <td class="green"> <div class="yellow"></div> <div class="content">Hello</div> </td> </tr> </table> </body> </html> How can I fix this up?

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  • How to control div on hover:?

    - by AAA
    I found a way to change the background color of a menu option upon hover. However, when you hover an option, it takes up some wide space that moves all the other options to the right, its sort of annoying, i want to maintain a consistent space, so if i hover, only the color should change, not the option moving to the right. Sort of the way facebook has its menu options. Below is the code: <div id="menu"> <a href="/hello" id="option">home</a> <a href="/hello" id="option">profile</a> <a href="/hello" id="option">account</a> <a href="/hello" id="option">settings</a> <a href="/hello" id="option">extra</a> <a href="/hello" id="option">logout</a> </div> CSS: div#menu { margin-left: 630px; margin-top:-20px; } option { margin-left: 20px; } #option:hover{ background: #3F2327; padding: 10px; }

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  • How to calibrate monitor colors to use 3D glasses?

    - by GetFree
    I have a pair of red/cyan 3D glasses and when I use them to view youtube's 3D videos or anaglyph images they dont seem to work properly. The two images are not filtered properly by each colored lens. So I guess the problem is my monitor not showing the exact colors needed for my glasses to work. Is there any way to customize/calibrate the monitor's colors for a specific pair of 3D glasses? PS: I also have green/magenta and amber/blue glasses, but the same problem happens.

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  • Colour Issues in OSX Terminal ssh'd to Ubuntu terminal

    - by devians
    In the OSX terminal, I'm having some colour issues. If i am working locally, there are no colours. If i ssh into my opensolaris machine (using screen inside ssh) there are no colours. If i then ssh into my ubuntu virtualmachine, and say, vim edit a file, the colours are completely broken. On quitting vim, it then keeps the broken colours and applies them to everything until i force a terminal bell. I assume this is a misconfiguration of the ubuntu machines colours, or a mismatching of terminal emulators. What is the best fix in this instance.

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  • Colour Issues in OS X Terminal ssh'd to Ubuntu terminal

    - by devians
    In the OS X Terminal.app, I'm having some colour issues. If I am working locally, there are no colours. If I ssh into my opensolaris machine (using screen inside ssh) there are no colours. If I then ssh into my ubuntu virtualmachine, and say, vim edit a file, the colours are completely broken. On quitting vim, it then keeps the broken colours and applies them to everything until I force a terminal bell. I assume this is a misconfiguration of the ubuntu machines colours, or a mismatching of terminal emulators. What is the best fix in this instance.

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  • Colors differ in the dual monitor

    - by becomingGuru
    I use a dual monitor. The colors appear entirely different on the new monitor than they do on my laptop. When you are selecting colors etc, to be included in a website design, it totally freaks me out. Is there no software solution that finds how the settings of one of the monitor is and puts that to the second one? Otherwise what all settings do I need to change manually on the second monitor to make it appear as it does on the laptop? Thanks in advance.

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  • Colorize Monitoring of Logs

    - by Ian
    I sometimes monitor apache and php error logs using tail under FreeBSD. Is there any way to get colorized output, either using tail or some other command line app? Alternatively, what is your favorite way to monitor the various web-related logs in realtime?

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  • Advice for printing a colored page

    - by eSKay
    If I need to print a colored document on a black and white printer, then which one of these options do you think is better: desaturating the document first and then sending it to printer giving the print command on the colored document only (trusting the printer for the job) I know most of us use the second option. I want to know if there is any possible advantage of using the first option?

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  • 48-bit colours?

    - by grawity
    Quite often, especially in X11-related things (X resources, Roxterm themes, etc) I see colours specified as 48-byte numbers: #2e2e34343636, #cccc00000000 instead of the usual 24-bit #2e3436 and #cc0000. What are the extra bits used for?

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  • Immediately tell which output was sent to stderr

    - by Clinton Blackmore
    When automating a task, it is sensible to test it first manually. It would be helpful, though, if any data going to stderr was immediately recognizeable as such, and distinguishable from the data going to stdout, and to have all the output together so it is obvious what the sequence of events is. One last touch that would be nice is if, at program exit, it printed its return code. All of these things would aid in automating. Yes, I can echo the return code when a program finishes, and yes, I can redirect stdout and stderr; what I'd really like it some shell, script, or easy-to-use redirector that shows stdout in black, shows stderr interleaved with it in red, and prints the exit code at the end. Is there such a beast? [If it matters, I'm using Bash 3.2 on Mac OS X]. Update: Sorry it has been months since I've looked at this. I've come up with a simple test script: #!/usr/bin/env python import sys print "this is stdout" print >> sys.stderr, "this is stderr" print "this is stdout again" In my testing (and probably due to the way things are buffered), rse and hilite display everything from stdout and then everything from stderr. The fifo method gets the order right but appears to colourize everything following the stderr line. ind complained about my stdin and stderr lines, and then put the output from stderr last. Most of these solutions are workable, as it is not atypical for only the last output to go to stderr, but still, it'd be nice to have something that worked slightly better.

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  • Is there a work around to configure brightness or color on a DisplayLink monitor?

    - by shaneykakes
    I run 3 monitors in addition to my laptop display at work - two of the monitors are using DisplayLink adapters. I've always thought that all my displays were too bright (and possibly give me headaches?) - even after I reduced their brightness as far as possible using the monitor menus and the nvidia software control panel. Recently I installed f.lux - I love it's "halogen" color profile which has improved my life considerably. The problem is that f.lux has no effect on/will not adjust the color & brightness of my two DisplayLink monitors. F.lux has a faq (#4 under troubleshooting) that addresses this - saying DisplayLink has no support for color calibration so f.lux only works with monitors "directly connected to your computer". Does anyone know of a work around? Specifically a way to use windows color management/profiles (or some other software) to adjust the brightness/color tone of DisplayLink monitors? Thanks in advance!

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  • Colors are not displayed correctly in GVim on some computers

    - by MARTIN Damien
    I try to use a colorscheme. On my desktop it looks like how it should be : https://github.com/martin-damien/tetrisity-vim/blob/master/tetrisity-vim.png But on my laptop, I have the following colors : http://img703.imageshack.us/img703/8444/errorufl.png Has you can see the most simple and visible point is in comments. The should be grey on black and they finaly are blue on transparent. What could make such errors ?

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  • less -Sr colourful.log How to view colourful log in less?

    - by Vi
    Both less -r (preserve terminal control sequences) and less -S (chop long lines) work well alone. But using them together breaks things. It chops too late and it wrecks the next line. Reducing COLUMNS environment variable is no op: (man less) But if you have a windowing system which supports TIOCGWINSZ or WIOCGETD, the window system's idea of the screen size takes precedence over the LINES and COLUMNS environment variables. How to view colourful logs with less? Resoved before asked: less -SR

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  • Imagemagick convert creates monochrome output only

    - by rumtscho
    I have a book scan as a pdf. When I open it with Adobe Reader, it looks like grayscale. When I open it with IrfanView, it looks like grayscale, and the Information option tells me that the image is actually 24 bit (I don't know if this is the real bit depth of the image embedded in the pdf or if IrfanView assigns the maximal depth when opening a pdf as image). I want to OCR the scan with OmniPage SE. It doesn't read PDF, so I decided to use ImageMagick to convert the file to PNG first. But no matter what I try, the output is always monochrome and practically unreadable. I tried different conversion lines, with different depth, density and resize values, but it didn't help. What you see was made with the options convert testfile.pdf -density 600x600 -depth 8 PNG:testfile.png. Any idea what causes the problem? Edit: To make it clear, the output looks like this for any value of -density, -depth and -resize I have tried. It also looks like that when I use no options at all, as in convert testfile.pdf PNG:testfile.png.

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  • Pictures Are Printed Extremely Dark

    - by Sam
    Problem I printed a picture using Windows Photo Viewer, and the resulting print was significantly darker than the original image. It was almost completely black. I'm using a Brother HL-2270DW printer. Troubleshooting Checked Windows's Colour Profile for printer: not set Checked available installed colour profiles: didn't see specific to this printer What doesn't work Printing it from Windows Photo Viewer Printing it from Paint.NET What works The printer's built-in self-test print page Windows's test print page Printing text from Notepad++ So the problem might be specific to: How Windows prints photos/pictures The picture How the printer prints photos/pictures

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  • How can I change the font color of the VS2012 Source Control Explorer window?

    - by RM.
    I am using Visual Stuido 2012 Integrated Shell with Team Explorer. I would like to change the default font color of the mapped and not mapped folders in the Source Control Explorer (in the treeview). I tried the Visual Studio Color Theme editor, but it seems like the font color of the Source Control Explorer and the Team Explorer can not be changed by it. I also looked at Tools|Options|Environment|Fonts and Color for a setting but did not find anything. Is it possible to change the font color? How?

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  • I'm looking for a blend mode that gives 'realistic' paint colors. (Subtractive)

    - by almosnow
    I've been looking for a blend mode to (well ...) blend two RGB pixels in order to build colors in the samw way that a painter builds them (i.e: subtractive). Here are quick examples of the type of results that I'm expecting: CYAN + MAGENTA = BLUE CYAN + YELLOW = GREEN MAGENTA + YELLOW = RED RED + YELLOW = ORANGE RED + BLUE = PURPLE YELLOW + BLUE = GREEN I'm looking for a formula, like: dest_red = first_red + second_red; dest_green = first_green + second_green; dest_blue = first_blue + second_blue; I've tried with the commonly used 'multiply' formula but it doesn't work; I've tried with custom made formulas but I'm still not able to 'crack' how it should work. And I know already a lot of color theory so please refrain from answers like: Check this link: http://the_difference_betweeen_additive_and_subtractive_lightning.html

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  • 3D Ball Physics Theory: collision response on ground and against walls?

    - by David
    I'm really struggling to get a strong grasp on how I should be handling collision response in a game engine I'm building around a 3D ball physics concept. Think Monkey Ball as an example of the type of gameplay. I am currently using sphere-to-sphere broad phase, then AABB to OBB testing (the final test I am using right now is one that checks if one of the 8 OBB points crosses the planes of the object it is testing against). This seems to work pretty well, and I am getting back: Plane that object is colliding against (with a point on the plane, the plane's normal, and the exact point of intersection. I've tried what feels like dozens of different high-level strategies for handling these collisions, without any real success. I think my biggest problem is understanding how to handle collisions against walls in the x-y axes (left/right, front/back), which I want to have elasticity, and the ground (z-axis) where I want an elastic reaction if the ball drops down, but then for it to eventually normalize and be kept "on the ground" (not go into the ground, but also not continue bouncing). Without kluging something together, I'm positive there is a good way to handle this, my theories just aren't getting me all the way there. For physics modeling and movement, I am trying to use a Euler based setup with each object maintaining a position (and destination position prior to collision detection), a velocity (which is added onto the position to determine the destination position), and an acceleration (which I use to store any player input being put on the ball, as well as gravity in the z coord). Starting from when I detect a collision, what is a good way to approach the response to get the expected behavior in all cases? Thanks in advance to anyone taking the time to assist... I am grateful for any pointers, and happy to post any additional info or code if it is useful. UPDATE Based on Steve H's and eBusiness' responses below, I have adapted my collision response to what makes a lot more sense now. It was close to right before, but I didn't have all the right pieces together at the right time! I have one problem left to solve, and that is what is causing the floor collision to hit every frame. Here's the collision response code I have now for the ball, then I'll describe the last bit I'm still struggling to understand. // if we are moving in the direction of the plane (against the normal)... if (m_velocity.dot(intersection.plane.normal) <= 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Clamp z-velocity to zero if we are within a certain threshold // -- NOTE: this was an experimental idea I had to solve the "jitter" bug I'll describe below float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position + intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); The above snippet is run after a collision is detected on the ball (collider) with a collidee (floor in this case). With a dampening force of 1.8f, the ball's reflected "upward" velocity will eventually be overcome by gravity, so the ball will essentially be stuck on the floor. THIS is the problem I have now... the collision code is running every frame (since the ball's z-velocity is constantly pushing it a collision with the floor below it). The ball is not technically stuck, I can move it around still, but the movement is really goofy because the velocity and position keep getting affected adversely by the above snippet. I was experimenting with an idea to clamp the z-velocity to zero if it was "close to zero", but this didn't do what I think... probably because the very next frame the ball gets a new gravity acceleration applied to its velocity regardless (which I think is good, right?). Collisions with walls are as they used to be and work very well. It's just this last bit of "stickiness" to deal with. The camera is constantly jittering up and down by extremely small fractions too when the ball is "at rest". I'll keep playing with it... I like puzzles like this, especially when I think I'm close. Any final ideas on what I could be doing wrong here? UPDATE 2 Good news - I discovered I should be subtracting the intersection.diff from the m_position (position prior to collision). The intersection.diff is my calculation of the difference in the vector of position to destPosition from the intersection point to the position. In this case, adding it was causing my ball to always go "up" just a little bit, causing the jitter. By subtracting it, and moving that clamper for the velocity.z when close to zero to being above the dot product (and changing the test from <= 0 to < 0), I now have the following: // Clamp z-velocity to zero if we are within a certain threshold float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // if we are moving in the direction of the plane (against the normal)... float dotprod = m_velocity.dot(intersection.plane.normal); if (dotprod < 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration? // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position - intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); UpdateWorldMatrix(m_destWorldMatrix, m_destOBB, m_destPosition, false); This is MUCH better. No jitter, and the ball now "rests" at the floor, while still bouncing off the floor and walls. The ONLY thing left is that the ball is now virtually "stuck". He can move but at a much slower rate, likely because the else of my dot product test is only letting the ball move at a rate multiplied against the tRemaining... I think this is a better solution than I had previously, but still somehow not the right idea. BTW, I'm trying to journal my progress through this problem for anyone else with a similar situation - hopefully it will serve as some help, as many similar posts have for me over the years.

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